text:
---
templateKey: blog-post
title: Conquer a castle in Sintra
date: 2019-01-30T23:41:30.295Z
description: Explore the hillsides and palaces outside of Lisbon on foot
heroImage: /img/blog_sintra-16x9-5873.jpg
tags:
  - travel
  - portugal
  - sintra
  - lisbon
---
## Getting to Sintra

The alarm sounded and we dragged ourselves out of bed. With the motivation of a day trip to get on with and a train to catch we managed to escape from the covers and get out the door.

As we walked to the train station I spotted Fabrica de Nata, one of the many shops that claims to have the best pasteis de nata in Lisbon.

“Do you want to get some pasteis?” I ask Tim.

Tim laughs. I ask this everyday, sometimes multiple times.

“Let’s do it. But let’s get some “real” food too.”

€4 later, we were sitting down with 2 pasteis de nata, 1 tosta mista (essentially grilled cheese with ham) and some freshly squeezed orange juice, loving every bite.

We finished up breakfast, power walked across the street to Rossio train station (at this point we’re now running the risk of missing the train!), fumbled or way through the ticket machine, hopped on the train, and enjoyed a lovely 40min train ride to Sintra.

## Finding our way

“Would you like a tuk-tuk? How about an eco car? Its small but very comfortable!”

As we stepped out of the train station, the chorus of sales pitches grew. It was certainly clear that we had arrived in a tourist hot spot. One step at a time we pushed through throngs of people trying to sell their tuk-tuk or eco-car. Eventually we broke free and made our way towards the old town.

Our plan was to walk to two of Sintra’s landmark sights, the Pena Palace and the Moorish Castle. I had read that there were trails we could take there, but hadn’t remembered the details about how to find the trails. We spotted a large map ahead and made our way to it, hoping to get our bearings and figure out the best route.

As soon as we stopped to look at the map, we became clear bait for someone trying to sell us their tour. Ugh.

“Hello, can I help you? Would you like me to take you on a tour of Sintra and it’s beautiful palaces?”

“Thank you for asking, but no, we’re good thank you”

We try to look at the map again.

“Sintra has eight major sights to see, and you really can only see them all if you come on my tour....”

“No thank you, we’ve already made plans for the day”

Fed up with having to say no, we gave up on trying the find “the right” path and followed google map’s suggested walking route. It didn’t take us on the intended hiking path, but it got us away from the tuk tuk drivers and headed towards our destination. And bonus, it meant that we ended up doing a loop, which is really much preferable to an out and back walk.

![](/img/blog_sintra-5x7-4106.jpg)

We were pleasantly surprised by the amount of vegetation surrounding us, and freshness in the air as we walked the three kilometres along footpaths and roads to the Moorish Castle.

## The Moorish Castle

The ‘castle’ is really more of a military wall that spans 500m along the perimeter of a hilltop, from which we could look down to the town of Sintra below and across to the Pena Palace. We enjoyed walking the perimeter of the castle more than we expected. That might have been because we were caught up in the Netflix show The Last Kingdom. Although not set in Portugal, the parallels in time period (the show is set in the 9th century which is when the Moorish castle was constructed), and heavy features of battles and castles helped our imaginations bring the castle to life.

![Moorish Castle](/img/blog_sintra-5x7-5875.jpg)

![Moorish Castle](/img/blog_sintra-5x7-4130.jpg)

## Pena Palace and Gardens

Another kilometre behind us and we arrived at the gates of the Pena Palace. To be honest, one castle probably was enough for us for one day, but we were already there, so why not?

The palace grounds are very expansive, and we ended up clocking in another five kilometres within them. Our highlight of the grounds were two lookouts a couple kilometres south of the palace, one of them known as the High Cross lookout.

![Pena palace](/img/blog_sintra-5x7-5893.jpg)

![Pena Palace Lookout](/img/blog_sintra-16x9-5903.jpg)

## Winding down

We eventually found the park exit, and luckily our hiking trail as well! The hike down to the old town was one of my favourite parts of the day as it meant that we were getting close to food (we finished the glorified grilled cheese 15km ago!) and because it was also a beautiful trail, with gardens and views the whole way down.

![](/img/blog_sintra-16x9-4177.jpg)

![](/img/blog_sintra-16x9-4181.jpg)

## The verdict

I am always in favour of a day trip, and we both had a fun time spending the day walking and taking in new old sites.

repository: timmckague/timandvictoria

repo_name: timmckague/timandvictoria


text:
HTCondor-CE BDII Provider
=========================

This folder contains the HTCondor-CE [GLUE2](https://www.ogf.org/documents/GFD.147.pdf) provider for HTCondor-CE and
associated configuration intended for use with an HTCondor batch system.
This provider works by contacting the site's local HTCondor's central manager to discover each HTCondor-CE at a site.
Since BDII is not used in the OSG, the `htcondor-ce-bdii` package is excluded from OSG builds.

Usage
-----

To report BDII data, use the following instructions

1. Install `htcondor-ce-bdii` on each of your site's HTCondor-CE's:

        yum install htcondor-ce-bdii

1. Start and enable BDII on only one of your HTCondor-CE's.
   Alternatively, you may install `htcondor-ce-bdii` on a non-CE host running BDII and HTCondor as long as you set the
   following HTCondor configuration:

        HAS_HTCONDOR_CE = False

References
----------

- [BDII releases]((http://gridinfo.web.cern.ch/sys-admins/bdii-releases))
- [Official GLUE2 documentation](https://www.ogf.org/documents/GFD.147.pdf)
- [CERN GLUE2 reference](http://glue20.web.cern.ch/glue20/)

repository: htcondor/htcondor-ce

extension: md

gha_language: Python

license_type: permissive

repo_name: htcondor/htcondor-ce


text:
# Stackube

Stackube is a Kubernetes-centric OpenStack distro. It uses Kubernetes, instead of Nova, as the compute
fabric controller, to provision containers as the compute instance, along with other OpenStack
services (e.g. Cinder, Neutron). It supports multiple container runtime technologies, e.g. Docker,
Hyper, and offers built-in soft / hard multi-tenancy (depending on the container runtime used).

# Stackube Authors

Stackube is an open source project with an active development community. The project is initiated by HyperHQ, and involves contribution from ARM, China Mobile, etc.

## Architecture

![alt](doc/images/StackubeArchitecture.png)

Stackube uses the Apache v2.0 license. All library dependencies allow for
unrestricted distribution and deployment.

* Source: <https://git.openstack.org/cgit/openstack/stackube>
* Bugs: <https://bugs.launchpad.net/stackube>
* Blueprints: <https://blueprints.launchpad.net/stackube>
* Documentation: <https://stackube.readthedocs.io>

repository: hyperhq/stackube

branch_name: refs/heads/master

repo_name: hyperhq/stackube


text:
# Change Log

All notable changes to this project will be documented in this file.
See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.

# [1.1.0](https://github.com/dbrockman/monode/compare/v1.0.1...v1.1.0) (2019-07-25)

### Features

* add varint package ([c1cabe1](https://github.com/dbrockman/monode/commit/c1cabe1))

## 1.0.1 (2019-07-01)

**Note:** Version bump only for package workspace

license: MIT

repository: dbrockman/monode

gha_language: JavaScript

gha_license_id: MIT

repo_name: dbrockman/monode


text:
# service ls

List services

### Aliases

`docker service ls`, `docker service list`

### Options

| Name                                   | Type     | Default | Description                                                                                |
|:---------------------------------------|:---------|:--------|:-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| [`-f`](#filter), [`--filter`](#filter) | `filter` |         | Filter output based on conditions provided                                                                                |
| [`--format`](#format)                  | `string` |         | Format output using a custom template:
'table':            Print output in table format with column headers (default)
'table TEMPLATE':   Print output in table format using the given Go template
'json':             Print in JSON format
'TEMPLATE':         Print output using the given Go template.
Refer to https://docs.docker.com/go/formatting/ for more information about formatting output with templates |
| `-q`, `--quiet`                        |          |         | Only display IDs                                                                                |

## Description

This command lists services are running in the swarm.

> **Note**
>
> This is a cluster management command, and must be executed on a swarm
> manager node. To learn about managers and workers, refer to the
> [Swarm mode section](https://docs.docker.com/engine/swarm/) in the
> documentation.

## Examples

On a manager node:

```console
$ docker service ls

ID            NAME      MODE            REPLICAS             IMAGE
c8wgl7q4ndfd  frontend  replicated      5/5                  nginx:alpine
dmu1ept4cxcf  redis     replicated      3/3                  redis:3.0.6
iwe3278osahj  mongo     global          7/7                  mongo:3.3
hh08h9uu8uwr  job       replicated-job  1/1 (3/5 completed)  nginx:latest
```

The `REPLICAS` column shows both the *actual* and *desired* number of tasks for
the service. If the service is in `replicated-job` or `global-job`, it will
additionally show the completion status of the job as completed tasks over
total tasks the job will execute.

###  Filtering (--filter)

The filtering flag (`-f` or `--filter`) format is of "key=value". If there is more
than one filter, then pass multiple flags (e.g., `--filter "foo=bar" --filter "bif=baz"`)

The currently supported filters are:

* [id](service_ls.md#id)
* [label](service_ls.md#label)
* [mode](service_ls.md#mode)
* [name](service_ls.md#name)

#### id

The `id` filter matches all or part of a service's id.

```console
$ docker service ls -f "id=0bcjw"
ID            NAME   MODE        REPLICAS  IMAGE
0bcjwfh8ychr  redis  replicated  1/1       redis:3.0.6
```

#### label

The `label` filter matches services based on the presence of a `label` alone or
a `label` and a value.

The following filter matches all services with a `project` label regardless of
its value:

```console
$ docker service ls --filter label=project
ID            NAME       MODE        REPLICAS  IMAGE
01sl1rp6nj5u  frontend2  replicated  1/1       nginx:alpine
36xvvwwauej0  frontend   replicated  5/5       nginx:alpine
74nzcxxjv6fq  backend    replicated  3/3       redis:3.0.6
```

The following filter matches only services with the `project` label with the
`project-a` value.

```console
$ docker service ls --filter label=project=project-a
ID            NAME      MODE        REPLICAS  IMAGE
36xvvwwauej0  frontend  replicated  5/5       nginx:alpine
74nzcxxjv6fq  backend   replicated  3/3       redis:3.0.6
```

#### mode

The `mode` filter matches on the mode (either `replicated` or `global`) of a service.

The following filter matches only `global` services.

```console
$ docker service ls --filter mode=global
ID                  NAME                MODE                REPLICAS            IMAGE
w7y0v2yrn620        top                 global              1/1                 busybox
```

#### name

The `name` filter matches on all or part of a service's name.

The following filter matches services with a name containing `redis`.

```console
$ docker service ls --filter name=redis
ID            NAME   MODE        REPLICAS  IMAGE
0bcjwfh8ychr  redis  replicated  1/1       redis:3.0.6
```

###  Format the output (--format)

The formatting options (`--format`) pretty-prints services output
using a Go template.

Valid placeholders for the Go template are listed below:

| Placeholder | Description                             |
|-------------|-----------------------------------------|
| `.ID`       | Service ID                              |
| `.Name`     | Service name                            |
| `.Mode`     | Service mode (replicated, global)       |
| `.Replicas` | Service replicas                        |
| `.Image`    | Service image                           |
| `.Ports`    | Service ports published in ingress mode |

When using the `--format` option, the `service ls` command will either
output the data exactly as the template declares or, when using the
`table` directive, includes column headers as well.

The following example uses a template without headers and outputs the
`ID`, `Mode`, and `Replicas` entries separated by a colon (`:`) for all services:

```console
$ docker service ls --format "{{.ID}}: {{.Mode}} {{.Replicas}}"

0zmvwuiu3vue: replicated 10/10
fm6uf97exkul: global 5/5
```

To list all services in JSON format, use the `json` directive:

```console
$ docker service ls --format json
{"ID":"ssniordqolsi","Image":"hello-world:latest","Mode":"replicated","Name":"hello","Ports":"","Replicas":"0/1"}
```

## Related commands

* [service create](service_create.md)
* [service inspect](service_inspect.md)
* [service logs](service_logs.md)
* [service ps](service_ps.md)
* [service rm](service_rm.md)
* [service rollback](service_rollback.md)
* [service scale](service_scale.md)
* [service update](service_update.md)

repository: docker/cli

gha_language: Go

repo_name: docker/cli


text:
# Static Analysis, Monitoring and Profiling Tools

> When I'm programming I'm constantly checking my assumptions. ~ Rasmus Lerdorf

## Synopsis

    cd ~/project
    ~/quality_agent/bin/git_top_committers
    ~/quality_agent/bin/publish_csvs

Then the CSV files will be found in `~/project/reports/csv`


text:
[NooBaa Operator](../README.md) /
# Noobaa Admission Controller

Noobaa admission server utilize k8s admission webhook feature to validate various Noobaa custom resource definitions. using [admission-webhook.yaml](../deploy/internal/admission-webhook.yaml) we define which resources we want to be validated by the admission server and also on which operations. this configuration will specify to the api-server which request to forward to the admission server. the admission server is implemented as a sub-routine inside noobaa-operator pod.

# Definitions

- ValidatingWebhookConfiguration: [admission-webhook.yaml](../deploy/internal/admission-webhook.yaml)
# Admission server

## Architecture Diagram

![](admission-webhook-architecture.png)

#
## Installation
```bash
noobaa install --admission
```

## Validation Process
Any request that falls under the rules described in the [admission-webhook.yaml](../deploy/internal/admission-webhook.yaml) is being forwarded to the admission server (assuming it is being deployed), then the admission server will validate the resource, if the validation fails, the user will get an error, explaining why the validation failed, without the system knowing there was any request.

For example, let's try to apply this yaml file with an invalid Backingstore spec, notice we're not providing a secret name
```yaml
apiVersion: noobaa.io/v1alpha1
kind: BackingStore
metadata:
  labels:
    app: noobaa
  name: backingstore-name
  namespace: default
spec:
  awsS3:
    secret:
      name:
      namespace: default
    targetBucket: target-bucket
  type: aws-s3
```
when we'll apply the yaml to the cluster, we'll get this error message
```bash
kubectl apply -f bs-test.yaml

Error from server: error when creating "bs-test.yaml": admission webhook "admissionwebhook.noobaa.io" denied the request: Failed creating the Backingstore, please provide a valid ARN or secret name
```

## Disabling Feature
There is an environment variable inside `noobaa-operator` that indicates to the server to be enabled or disabled.
The environment variable name is `ENABLE_NOOBAA_ADMISSION`, by setting this env var to `false` in the operator deployment and restarting the pod the feature will be disabled.
```bash
kubectl set env deployment/noobaa-operator ENABLE_NOOBAA_ADMISSION=false
```

# Tests

## Unit tests

The admission unit tests are written using Ginkgo framework, the test cases are divided based on the resource types, each validation function is tested twice, first on a resource that should fail the validation and then on a resource that should pass the validation.

In order to run the tests
```bash
ginkgo -v pkg/admission/test/unit
```
or
```bash
make test-go
```
and it will run all the test files of the project.

#

## Integration tests
The admission integration tests are written using Ginkgo framework and should be run only inside an integration environment as part of a Pull Request. to run the integration tests locally, a Noobaa system should be deployed in `test` namespace with the admission feature turned on.

For example:
```bash
noobaa install -n test --mini --admission
```
Comment out this part from [admission_suite_integ_test.go](../pkg/admission/test/integ/admission_suite_integ_test.go)
```go
func TestAdmission(t *testing.T) {
	// this variable is defined in .github/workflows/run_admission_test.yml
	// indication of running in integration test environment
	// _, ok := os.LookupEnv("OPERATOR_IMAGE")
	// if !ok {
	// 	t.Skip() // Not an integration test, skip
	// }
	RegisterFailHandler(Fail)
	RunSpecs(t, "Admission Suite")
}
```
and then run
```bash
make test-admission
```
***NOTE***

When the tests are done, make sure to delete the resources that didn't get deleted, as well as the `test.bucket` bucket.
pay attention the test flow is very dependent on one another, meaning one test fail can cause a failure in all of the tests.

repository: noobaa/noobaa-operator

repo_name: noobaa/noobaa-operator


text:
# Nx Anchor

Nx plugin for creating Dapps in [Solana](https://solana.com/) using [Anchor framework](https://github.com/project-serum/anchor).

## Instructions

A built version of this package is published in a public npm registry. Follow the instructions below to install it in your repository:

```bash
npm i -D @danmt/nx-anchor
```

## NOTE

This project is currently a WIP.

repository: danmt/nx-anchor

repo_name: danmt/nx-anchor


text:
# Autographa Roadmap
Autographa is a robust open-source editor designed primarily for aiding Bible Translation. This repository exists to document to maintain the current roadmap of Autographa and also track progress.

## Structure
Each roadmap item would ideally be modeled as a GitHub [`milestone`](https://github.com/friendsofagape/autographa-roadmap/milestones).

Each `milestone` in-turn consists of one or more [`issues`](https://github.com/friendsofagape/autographa-roadmap/issues) which would cover the scope of work entailed to successfully complete the parent `milestone`. Sometimes a single `issue` may contain a list of links to `issues` in other relevant repositories. The `issues` are tagged with relevant information as well as assignees when meaningful to do so.

The [`Projects`](https://github.com/friendsofagape/autographa-roadmap/projects) gives a snapshot of the current state of the progress of the team's efforts.

The [`Discussions`](https://github.com/friendsofagape/autographa-roadmap/discussions) are a place for the community to ask questions, request/upvote features or generally engage in dialog.

## Contributing
All thoughts and feedback on the roadmap and general planning of features are welcome in this repository. Please create a new `Discussion` post or contribute to an existing one.

**Please do not** raise issues relating to bugs or other such code related queries in this repository. Those may be lodged in the code repository corresponding to the application/component (most probably found in [here](https://github.com/friendsofagape) or [here](https://github.com/Bridgeconn)).

Also, please be kind.

repository: friendsofagape/autographa-roadmap

branch_name: refs/heads/main

repo_name: friendsofagape/autographa-roadmap


text:
Tasu
====

A wrapper over [node-nats](https://github.com/nats-io/node-nats), designed
to easily integrate with your code. Taşuu (ташуу) is 'transport' in Kyrgyz.

Installation
------------

```
npm i tasu
```

Usage
-----

Create an instance of the wrapper:

```js
const Tasuu = require('tasu');

const tasu = new Tasuu({group: 'some-service'});
 tasu.on('connect', () => {
     // wrapper is ready at this point
 });
 tasu.on('error', (error) => {
     throw error;
 });
```

Publish a request and get a response via async/await:

```js
async () => {
    const {bar} = await tasu.request('foo', {arg: 1});
    ...
};

```
_Note: this method uses `requestOne` inside, no need to worry about max
responses_

Subscribe and respond to a request:

```js
tasu.listen('foo', ({arg}, respond) => {
    ...
    respond(error, {bar: 2});
});
```

_Note: a listener is automatically added to queue group `some.request.listeners`_

Publish an event:

```js
tasu.publish('some.package.sent', {...});
```

Subscribe and process as worker queue:

```js
 tasu.process('*.package.sent', (pack, subject) => {
    console.log(subject, pack);
});
```

`listen`, `subscribe` and `process` methods return an integer subscription ID (SID) which can be used to unsubscribe from a subject:

```js
const sid = tasu.process('*.package.sent', (pack, subject) => {
    console.log(subject, pack);
});

// ...

tasu.unsubscribe(sid);
```

Close NATS connection (if needed):

```js
tasu.close();
```

Environment variables
=====================

- `NATS_LOG_LEVEL` - set wrapper's log level. Default is `debug`

license: Unlicense

repository: trueshura/tasu

repo_name: trueshura/tasu


text:
---
id: api-about
title: About
---

This document will provide you with examples of common use cases for all of Hyrest's features.

## Generated documentation

Generated documentation from the code's comments is also available for all packages:

- [hyrest](https://prior99.gitlab.io/hyrest/api/hyrest/)
- [hyrest-express](https://prior99.gitlab.io/hyrest/api/hyrest-express/)
- [hyrest-mobx](https://prior99.gitlab.io/hyrest/api/hyrest-mobx/)

## Detailed explanations

- [Routes and controllers](api-routes-controllers.md)
- [Validation](api-validation.md)
- [Forms](api-forms.md)
- [Stores](api-stores.md)
- [Serializing and deserializing](api-serialize.md)
- [Usage as client](api-client.md)
- [Usage as server](api-server.md)
- [Authorization](api-authorization.md)

gha_language: TypeScript


text:
# Week 6 Project - Argument Bot 3000

## Collaborators:

* Zachary Heistand
* Tyler Glass
* Marshall Lentz

## Getting started

Welcome to the Argument Bot 3000! This program contains a number of functions for maximizing your argumentative prowess on the Internet.

### Installation and Usage

To use this program, simply clone the database on your local computer using the command:

`git clone https://github.com/zch5/week6-project.git`

Then, run the program using a Python IDE or the command line.

### Functions

1. clap()
  * Inserts a clapping emoji between each word in a string for added effect.
  * Example:
    * Input: `clap("Pineapple does not belong on pizza!")`
    * Output: `Pineapple :clap: does [clap] not [clap] belong [clap] on [clap] pizza!`
2. mic_drop()
  * Inserts a mic drop at the end of a string
  * Example:
    * Input: `mic_drop("Pineapple does not belong on pizza!")`
    * Output: `Pineapple does not belong on pizza! *mic drop*`
3. mock()
  * Randomly makes characters in the string uppercase and lowercase
  * Example:
    * Input: `mock("Pineapple does not belong on pizza!")`
    * Output: `PiNeaPpLE DoEs nOt bElOng oN pIzZa!`
4. repeat()
  * Repeats the string a number of times
  * Example:
    * Input: `repeat("Pineapple does not belong on pizza!" , 2)`
    * Output: `Pineapple does not belong on pizza! Pineapple does not belong on pizza!`
5. spellcheck()
  * Tries to correct misspelled words
  * Example:
    * Input: `spellcheck("Pass the boov")`
    * Output: `Pass the book`
6. thank_u_next()
  * Outputs "thank u next"
  * Example:
    * Input: `thank_u_next()`
    * Output: `Thank u, next`
:clap:

gha_license_id: NOASSERTION


text:
# Unity Script Collection
A maintained collection of **useful** & **free** unity scripts / libraries / plugins and extensions.

Navigation:
- [GameObjects & Transforms](#gameobjects--transforms)
- [Movement & Animation](#movement--animation)
- [Controls & Input](#controls--input)
- [Character Controller](#character-controller)
- [AI & Pathfinding](#ai--pathfinding)
- [Physics](#physics)
- [Particles](#particles)
- [Meshes & Construction](#meshes--construction)
- [Materials & Shading](#materials--shading)
- [2D](#2d)
- [Networking](#networking)
- [VR](#vr)
- [Sound & Music](#sound--music)
- [UI](#ui)
- [Post-Processing & Rendering](#post-processing--rendering)
- [Mobile](#mobile)
- [Debug](#debug)
- [Editor](#editor)
  - [Tools](#tools)
  - [Editors](#editors)
  - [Inspector Extensions](#inspector-extensions)
  - [Importer](#importer)
- [Serialization & Web](#serialization--web)
- [Social SDKs](#social-sdks)
- [API Extensions & Helper](#api-extensions--helper)
- [Design Patterns](#design-patterns)
- [Utilities](#utilities)
- [Other](#other)

## GameObjects & Transforms
* [RecyclerKit](https://github.com/prime31/RecyclerKit) - pooling system.
* [UnityOctree](https://github.com/Nition/UnityOctree) - octrees.
* [In-Game Replay System](https://github.com/FeNo/InGameReplay) - record and replay transforms.
* [Unity Scene Query](https://github.com/Real-Serious-Games/Unity-Scene-Query) - library to traverse and query the Unity scene to find particular objects.
* [UnityTools](https://github.com/CaptainHillman/UnityTools) - Runtime transformation gizmos.
* [Unity3DRuntimeTransformGizmo](https://github.com/HiddenMonk/Unity3DRuntimeTransformGizmo) - Another runtime transform gizmo.

## Movement & Animation
* [List View Framework](https://bitbucket.org/Unity-Technologies/list-view-framework) - create dynamic, scrollable lists.
* [Reaktion](https://github.com/keijiro/Reaktion) - audio reaction toolkit.
* [DOTween](https://github.com/Demigiant/dotween) - tween engine.
* [Camera Path Creator](https://www.assetstore.unity3d.com/en/#!/content/84074) - create complex camera paths.
* [Cinemachine BaseRig](https://www.assetstore.unity3d.com/en/#!/content/79898) - procedural camera system.
* [UnitySpritesAndBones](https://github.com/Banbury/UnitySpritesAndBones) - skeletal sprite animations.
* [spine-unity](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-unity) - import spine animations.
* [ikccd](https://github.com/sunilnayak133/ikccd) - IK Solver using Cyclic Coordinate Descent.
* [Aim-IK](https://github.com/ehsan-mohammadi/Aim-IK) - Procedural orientate character head (and chest) in a direction without using any animation data.
* [RecordAndRepeat](https://github.com/fx-lange/unity-record-and-repeat) - Record and playback of custom data via the timeline.

## Controls & Input
* [InputManager](https://github.com/daemon3000/InputManager) - a powerful input manager.
* [TouchScript](https://github.com/TouchScript/TouchScript) - multitouch library.

## Character Controller
* [Unity 2D Platformer Controller](https://github.com/cjddmut/Unity-2D-Platformer-Controller) - 2d platformer character controller.
* [CharacterController2D](https://github.com/prime31/CharacterController2D) - 2d character controller.
* [SuperCharacterController](https://github.com/IronWarrior/SuperCharacterController) - 3d character controller.

## AI & Pathfinding
* [A Star Pathfinding for Platformers](https://github.com/tutsplus/A-Star-Pathfinding-for-Platformers) - A* for platformers.
* [Astar for Unity](https://github.com/sharpaccent/Astar-for-Unity) - A* pathfinding.
* [A* Pathfinding Project](http://arongranberg.com/astar/) - A* pathfinding.
* [UnitySteer](https://github.com/ricardojmendez/UnitySteer) - steering, obstacle avoidance and path following behaviors.
* [SimpleTraffic](https://github.com/Kink3d/SimpleTraffic) - a simple traffic simulation using Nav Mesh.
* [Self-driving-vehicle](https://github.com/Habrador/Self-driving-vehicle) - Car pathfinding using Hybrid A* search algorithm.

## Physics
* [Mario Galaxy Gravity for Unity](https://gist.github.com/phosphoer/a283cdbeca5d2160d5eed318d0362826) - mario galaxy gravity.
* [Ocean Community Next Gen](https://github.com/eliasts/Ocean_Community_Next_Gen) - water physics/shader.
* [Voxel GPU Physics](https://github.com/jknightdoeswork/gpu-physics-unity) - GPU accelerated voxel physics.
* [Interactive Erosion](https://github.com/Scrawk/Interactive-Erosion) - Runtime fluid erosion for terrain.

## Particles
* [KvantSpray](https://github.com/keijiro/KvantSpray) - gpu accelerated particles.
* [NVIDIA Hair Works Integration](https://github.com/unity3d-jp/NVIDIAHairWorksIntegration) - Nvidia hair works.
* [Ember Particles](https://twitter.com/Der_Kevin/status/832545397109309440) - turbulent ember particles.
* [SPHFluid](https://github.com/MangoSister/SPHFluid) - Interactive 3D Fluid Simulation based on SPH.

## Meshes & Construction
* [ProceduralToolkit](https://github.com/Syomus/ProceduralToolkit) - procedural mesh toolkit/generator.
* [Draw](https://gist.github.com/nothke/82dccc121457541fcce32aea7744618a) - draws primitives with lines.
* [VolumetricLinesUnity](https://github.com/johannesugb/VolumetricLinesUnity) - volumetric lines.
* [giles](https://github.com/procore3d/giles) - 3d runtime level editor.
* [Voxelmetric](https://github.com/Voxelmetric/Voxelmetric) - voxel framework.
* [Procedural Shapes for Unity](https://bitbucket.org/alexzzzz/procedural-shapes-for-unity) - procedural shapes.
* [ICO Sphere Mesh Creator](https://github.com/kaiware007/IcoSphreCreator) - procedural ico spheres.
* [Vertex Painter](https://github.com/slipster216/VertexPaint) - paint information onto vertices.
* [FacePaint](https://github.com/SixWays/FacePaint) - paint triangles of meshes.
* [Simplygon](https://www.assetstore.unity3d.com/en/?&_ga=1.224491866.1155275539.1473983191#!/content/10144) - mesh optimization & lod generation.
* [TextMesh Pro](https://www.assetstore.unity3d.com/en/#!/content/17662) - generate text with custom styling.
* [meshcombinewizard](https://github.com/sirgru/MeshCombineWizard) - combines all meshes on the chosen gameObject and its children that share the same material.
* [RoadArchitect](https://github.com/MicroGSD/RoadArchitect) - road system creator featuring dynamic intersections, bridges, etc.
* [DrawLine](https://github.com/geniikw/drawLine) - procedural line mesh tool.
* [Deform](https://github.com/keenanwoodall/Deform) - a framework for deforming meshes in the editor and at runtime in Unity.
* [2.5D Destruction](https://github.com/Nesh108/Unity-2.5D-Destruction) - breaks 2D sprites into 2.5D fragments.
* [MetaBalls Liquids](https://github.com/Nesh108/Unity_MetaBalls_Liquids) - liquid simulation using MetaBalls.

## Materials & Shading
* [Projects by RM](https://www.assetstore.unity3d.com/en/#!/content/21648) - wet surface & skin shader.
* [Ocean Community Next Gen](https://github.com/eliasts/Ocean_Community_Next_Gen) - water physics/shader.
* [Flow Map Shader](https://gist.github.com/TarasOsiris/e0e6e6c3b8fdb0d8074b) - flow map shader working with sprites.
* [VertexPaint](https://github.com/slipster216/VertexPaint) - additional vertex streams.
* [ShaderProject](https://github.com/ellioman/ShaderProject) - shader collection.
* [Skybox Plus](https://github.com/keijiro/SkyboxPlus) - a collection of skybox shaders.
* [Outline Shader](https://gist.github.com/michidk/3b49362e21563a1d66d52f4cf4bdc7ce) - outline shader which accomodates screen width and camera distance.
* [Unity Sprite Uber Shader](https://github.com/traggett/UnitySpriteShaders) - 3D shading for sprites (e.g. normal mapping).
* [Low Poly Shaders](https://github.com/BrokenVector/LowPolyShaders) - material shaders optimized for Low Poly stylized meshes.
* [Lux Shader Framework](https://github.com/larsbertram69/Lux-2.02-Personal) - Lux 2.02 pbr Shader Framework.
* [Unity Wireframe Shaders](https://github.com/Chaser324/unity-wireframe) - general purpose wireframe shaders.
* [Hologram Shader](https://github.com/andydbc/HologramShader) - simple hologram shader.
* [Kamakura Shaders](https://github.com/kayac/kamakura-shaders/) - a collection of shaders and components focusing on Non-Photorealistic Rendering.
* [Facepunch.Highlight](https://github.com/Facepunch/Facepunch.Highlight) - Mesh outline effect.

## 2D
* [UnitySVG](https://github.com/MrJoy/UnitySVG) - svg renderer.
* [UnityStbEasyFont](https://github.com/aras-p/UnityStbEasyFont) - text mesh generator.
* [SpriteLightKit](https://github.com/prime31/SpriteLightKit) - 2d sprite lights.
* [2D Light of Sight Unity](https://github.com/f15gdsy/2D-Light-of-Sight-Unity) - 2d flat geometric lightning.
* [Unity Sprite Uber Shader](https://github.com/traggett/UnitySpriteShaders) - 3D shading for sprites (e.g. normal mapping).
* [Fungus](https://github.com/snozbot/fungus) - 2d interactive storytelling game framework.
* [PolyMesh](https://github.com/UnityPatterns/PolyMesh) - 2d shape editor.
* [Unity Tilemap](https://github.com/toinfiniityandbeyond/unity-tilemap) - 2D tilemap editor.
* [2D Extras](https://github.com/Unity-Technologies/2d-extras) - reusable 2d scripts (tilemaps, etc.).
* [Vector Graphics Samples](https://github.com/Unity-Technologies/vector-graphics-samples) - samples of the Vector Graphics features to be used with Unity 2018.1 and newe.

## Networking
* [UNet Authoritative Networking](https://github.com/atrakeur/unity-unet-authoritative-networking) - authoritative networking implementation.
* [MLAPI](https://github.com/MidLevel/MLAPI) An alternative to Unity's UNET high level API, allows for separate server/client projects and more.
* [Barebones Master Server](https://github.com/alvyxaz/barebones-masterserver) - Host your own custom master server setup, avoid CCU fees.

## VR
* [SteamVR](https://github.com/ValveSoftware/steamvr_unity_plugin) - VR SDK.
* [The Lab Renderer](https://www.assetstore.unity3d.com/en/#!/content/63141) - VR renderer by Valve.
* [VRTK](https://github.com/thestonefox/VRTK) - contains useful scripts for building VR games.
* [NewtonVR](https://github.com/TomorrowTodayLabs/NewtonVR) - VR physics and interactions.
* [Cutie Keys](https://github.com/NormalVR/CutieKeys/) - VR keyboard.
* [Punchkeyboard](https://github.com/rjth/Punchkeyboard) - Another VR keyboard.
* [Hover UI Kit](https://github.com/aestheticinteractive/Hover-UI-Kit) - a complete VR input framework.
* [VRLineRenderer](https://github.com/Unity-Technologies/VRLineRenderer) - glowing lines renderer optimized for VR.

## Sound & Music
* [usfxr](https://github.com/zeh/usfxr) - procedual audio effects.
* [Reaktion](https://github.com/keijiro/Reaktion) - audio reaction toolkit (mac only).
* [DefaultMicrophone](https://github.com/GabeBigBoxVR/UnityDefaultMicrophone) - gets the default microphone (windows only).
* [Lasp](https://github.com/keijiro/Lasp) - Low-latency Audio Signal Processing plugin for Unity.

## UI
* [Unity UI Extensions](https://bitbucket.org/ddreaper/unity-ui-extensions) - collection of ui extensions.
* [Book Page Curl](https://github.com/Dandarawy/Unity3DBookPageCurl) - page curl transition.
* [Open Pause Menu](https://github.com/GreatArcStudios/unitypausemenu) - read-to-use pause menu.
* [Lunar Mobile Console](https://github.com/SpaceMadness/lunar-unity-console) - debug console for mobiles.
* [InfinityScroll](https://github.com/ivomarel/InfinityScroll) - infinite scrollrects.
* [TextMesh Pro](https://www.assetstore.unity3d.com/en/#!/content/17662) - generate text with custom styling.
* [EasyButtons](https://github.com/madsbangh/EasyButtons) - create buttons in the inspector using annotations.
* [UI Extensions](https://bitbucket.org/UnityUIExtensions/unity-ui-extensions) - various NGUI extensions/helper/scripts.
* [NGUI Extensions](https://github.com/kimsama/Unity-NGUIExtension) - a few NGUI extensions.
* [Webview CSharp](https://github.com/kimsama/unity3d-webview-csharp) - render websites.
* [Typogenic](https://github.com/Chman/Typogenic) - an easy to use, fast and high-quality 3D text renderer.
* [unity-debug-overlay](https://github.com/pandr/unity-debug-overlay) - a fast and (almost) garbage free debug overlay.

## Post-Processing & Rendering
* [kode80SSR](https://github.com/kode80/kode80SSR) - screen-space reflections.
* [KinoObscurance](https://github.com/keijiro/KinoObscurance) - screen-space ambient obscurance.
* [SMAA](https://github.com/Chman/SMAA) - subpixel morphological anti-aliasing.
* [Temporal Reprojection Anti-Aliasing](https://github.com/playdeadgames/temporal) - anti-aliasing solution used in INSIDE.
* [kode80CloudsUnity3D](https://github.com/kode80/kode80CloudsUnity3D) - realtime volumetric clouds.
* [PixelRenderUnity3D](https://github.com/kode80/PixelRenderUnity3D) - pixelized rendering.
* [PixelCamera2D](https://github.com/RyanNielson/PixelCamera2D) - pixel-perfect rendering.
* [KinoMotion](https://github.com/keijiro/KinoMotion) - motion blur using motion vectors.
* [KinoContour](https://github.com/keijiro/KinoContour) - edge detection.
* [KinoMirror](https://github.com/keijiro/KinoMirror) - kaleidoscope effect.
* [KinoFringe](https://github.com/keijiro/KinoFringe) - chromatic aberration.
* [KinoBinary](https://github.com/keijiro/KinoBinary) - 1-bit monochrome effect.
* [KinoFeedback](https://github.com/keijiro/KinoFeedback) - retro framebuffer feedback effect.
* [KinoRamp](https://github.com/keijiro/KinoRamp) - color ramp overlay.
* [KinoSlitscan](https://github.com/keijiro/KinoSlitscan) - slit-scan effect.
* [KinoGlitch](https://github.com/keijiro/KinoGlitch) - glitch effect.
* [KinoDatamosh](https://github.com/keijiro/KinoDatamosh) - datamosh.
* [unity vhsglitch](https://github.com/staffantan/unity-vhsglitch) - vhs glitch effect.
* [Scanline Shader](https://bitbucket.org/Bitcake-Studio/bitstrap/src/e912c1e939700f42956272290d3e8c293f90c142/Assets/BitStrap/Shaders/Scanline.shader) - scanline effect.
* [KinoFog](https://github.com/keijiro/KinoFog) - global fog.
* [KinoBloom](https://github.com/keijiro/KinoBloom) - bloom.
* [KinoBokeh](https://github.com/keijiro/KinoBokeh) - bokeh effect.
* [KinoVignette](https://github.com/keijiro/KinoVignette) - vignette.
* [KinoVision](https://github.com/keijiro/KinoVision) - frame information visualizer.
* [Unity5Effects](https://github.com/i-saint/Unity5Effects) - post-processing collection.
* [LightShafts](https://github.com/robertcupisz/LightShafts) - light shafts.
* [VolumetricLights](https://github.com/SlightlyMad/VolumetricLights) - volumetric lights.
* [SonarFx](https://github.com/keijiro/SonarFx) - wave patterns.
* [Cinematic Image Effects](https://bitbucket.org/Unity-Technologies/cinematic-image-effects) - cinematic image effects.
* [Post-processing Stack](https://github.com/Unity-Technologies/PostProcessing) - multiple image effects in one pipeline.
* [Moments](https://github.com/Chman/Moments) - gif recorder.
* [uDesktopDuplication](https://github.com/hecomi/uDesktopDuplication) - realtime screen capture as Texture2D.
* [Heat Distortion Effect](https://twitter.com/minionsart/status/833967666780110849) - a shader which distorts the image behind, using a normal map.
* [Clear Flags Effect](https://github.com/falconmick/ClearFlagsMobile) - Image Effect to reproduce the Clear Flags camera effect.
* [DeLightingTool](https://github.com/Unity-Technologies/DeLightingTool) - tool to remove lighting information from textures in a photogrammetry asset pipeline.
* [unity-lut-generator](https://github.com/mattatz/unity-lut-generator) - LookUpTable generator for Unity.
* [SEGI](https://github.com/sonicether/SEGI) - Sonic Ether's voxel-based global illumination system.
* [Aura](https://github.com/raphael-ernaelsten/Aura) - a local simulation of the light scattering into the surrounding medium.

## Mobile
* [Toast](https://gist.github.com/TarasOsiris/dec42cf3ecca6c854182f385e38dbf57) - android toast notifications.
* [FBSucks](https://gist.github.com/PhannGor/b8eec5911913d7e6eac6) - android share image & text.
* [UnityShowAndroidStatusBar](https://github.com/Over17/UnityShowAndroidStatusBar) - android show statusbar.
* [Google VR SDK](https://github.com/googlevr/gvr-unity-sdk) - google mobile vr sdk.
* [Unity Webview](https://github.com/gree/unity-webview) - webview overlay.
* [CUDLR](https://github.com/proletariatgames/CUDLR) - remote debugging and logging console.
* [Simplygon](https://www.assetstore.unity3d.com/en/?&_ga=1.224491866.1155275539.1473983191#!/content/10144) - mesh optimization & lod generation.

## Debug
* [uREPL](https://github.com/hecomi/uREPL) - runtime evaluation of c# expressions.
* [UberLogger](https://github.com/bbbscarter/UberLogger) - advanced logging API, improved editor console & ingame console.
* [Unity File Debug](https://github.com/Sacred-Seed-Studio/Unity-File-Debug) - enhanced Debug.Log with file export and web viewer.
* [Immediate<EMAIL_ADDRESS>-- Type code and get immediate feedback with object inspection like chrome console debugger.
* [Consolation](https://github.com/mminer/consolation) - in-game debug console.

## Editor
### Tools
* [Favorites List](https://github.com/BrokenVector/favorites-list) - mark objects/scenen/assets as favorites to return to them quickly.
* [REX Diagnostics](https://thorgeirk11.github.io/REX-Diagnostics/) - runtime evaluation of c# expressions.
* [Better Defines](https://github.com/TarasOsiris/Better-Defines) - platform dependent preprocessor directive manager.
* [MissingReferencesUnity](https://github.com/liortal53/MissingReferencesUnity) - find missing references.
* [Unity Resource Checker](https://github.com/handcircus/Unity-Resource-Checker) - resource analyzer.
* [Asset Usage Detector](https://github.com/yasirkula/UnityAssetUsageDetector) - checks if an asset is used in code and/or scene files.
* [Compile Time Tracker](https://github.com/DarrenTsung/compile-time-tracker) - compile time tracker.
* [UnityStudio](https://github.com/RaduMC/UnityStudio) - unity asset export tool.
* [Screen Shooter](https://github.com/PhannGor/Screen-Shooter) - takes screenshots with multiple resolutions at once.
* [Script Templates for Unity](https://bitbucket.org/rotorz/script-templates-for-unity) - script templates.
* [Unity 2D Destruction](https://github.com/mjholtzem/Unity-2D-Destruction) - sprite destruction.
* [CurveTexture](https://github.com/slipster216/CurveTexture) - bake curves into texture.
* [Unity3D Rainbow Folders](https://github.com/PhannGor/unity3d-rainbow-folders) - folder icons.
* [Unity Themes](https://github.com/zios/unity-themes) - editor themes.
* [Tree Randomizer](https://www.assetstore.unity3d.com/en/#!/content/59228) - randomize unity trees.
* [Render Settings Duplicator](https://www.assetstore.unity3d.com/en/#!/content/58831) - clones the render settings from one scene to another.
* [Piviot Transform Helper](https://twitter.com/talecrafter/status/780812894502084609) - adds piviot creation shortcuts to the context menu.
* [ScriptExecutionOrder Attribute](https://gist.github.com/Skybladev2/d0d029716b1651cc1947) - attribute to specify execution order.
* [Simple Editor Shortcuts Tools Collection](https://github.com/sirgru/Unity-Simple-Editor-Shortcuts-Tools-Collection) - small collection of simple tools to help in scene editing workflows.
* [Mulligan Renamer](https://github.com/redbluegames/unity-mulligan-renamer) - bulk renaming tool for game objects and assets.
* [BitField Attribute](https://github.com/lee-io/BitField-Attribute) - Enable bit field masking from the Unity Editor.
* [ScriptableObject Menu](https://github.com/lee-io/ScriptableObject-Menu) - Create ScriptableObjects from the Unity Editor.

### Editors
* [Brainiac](https://github.com/daemon3000/Brainiac) - behaviour tree & (behaviour-)node-based visual editor.
* [Node Editor](https://github.com/Baste-RainGames/Node_Editor) - (calculation-)node editor.
* [BrotherhoodOfNode](https://github.com/aphex-/BrotherhoodOfNode/) - (more graphical-)node editor for visual things.
* [VisualNoiseDesigner](https://github.com/x0r04rg/VisualNoiseDesigner) - visual noise designer.
* [SimpleGeo](https://gist.github.com/phosphoer/8cccb00e20d9892af1438a795779bee0) - simple geometry painter.
* [Curves and Splines](http://catlikecoding.com/unity/tutorials/curves-and-splines/) - curve & spline editor.
* [Unity 2D Joint Editors](https://github.com/toxicFork/Unity-2D-Joint-Editors) - 2d joint editors.
* [PolyMesh](https://github.com/UnityPatterns/PolyMesh) - 2d shape editor.
* [VertexPaint](https://github.com/slipster216/VertexPaint) - vertex data painter.
* [SabreCSG](https://github.com/sabresaurus/SabreCSG) - a set of level design tools for building complex levels.
* [Unity Tilemap](https://github.com/toinfiniityandbeyond/unity-tilemap) - 2D tilemap editor.
* [Node Editor Framework](https://github.com/Seneral/Node_Editor_Framework) - Node Editor Framework for creating node based displays and editors.
* [Unity Event Visualizer](https://github.com/MephestoKhaan/UnityEventVisualizer) - graph editor for viewing all UnityEvents.

### Inspector Extensions
* [Reorderable Lists](https://bitbucket.org/rotorz/reorderable-list-editor-field-for-unity) - reorderable list field.
* [Ordered Dictionary](https://bitbucket.org/rotorz/ordered-dictionary-asset-for-unity) - ordered dictionary field.
* [ClassTypeReference](https://bitbucket.org/rotorz/classtypereference-for-unity) - class type reference field.
* [Unity3D ExtendedEvent](https://github.com/Thundernerd/Unity3D-ExtendedEvent) - extended event selector.
* [Property Drawer Collection](https://github.com/anchan828/property-drawer-collection) - collection of property drawers.
* [Node Inspector](https://github.com/nicloay/Node-Inspector) - node based inspector.
* [ColorBands](https://github.com/rstecca/ColorBands) - color bands.
* [QuickEvent](https://www.assetstore.unity3d.com/en/#!/content/53869) - persistent event handlers with static or dynamic values.
* [Reorder Components](https://twitter.com/mrpodunkian/status/715309192886624256) - reorder components on your GameObjects.
* [AwesomeComponent](https://gist.github.com/nicoplv/df3368eb38849a3f76a97fc27ba8ca62) - auto load assets on SerializedFields.
* [ScenePreview Inspector](http://diegogiacomelli.com.br/unity3d-scenepreview-inspector/) - view scene preview in inspector.

### Importer
* [Unity Excel Importer Maker](https://github.com/tsubaki/Unity-Excel-Importer-Maker) - excel.
* [Unity Psd Importer](https://github.com/ChemiKhazi/UnityPsdImporter) - advanced psd import.

## Serialization & Web
* [Full Serializer](https://github.com/jacobdufault/fullserializer) - custom serializer.
* [Json.Net](https://github.com/SaladLab/Json.Net.Unity3D) - Newtonsoft Json.NET.
* [SQLite4Unity3d](https://github.com/codecoding/SQLite4Unity3d) - sql lite.
* [UnityHTTP](https://github.com/andyburke/UnityHTTP) - http library.
* [Unity QuickSheet](https://github.com/kimsama/Unity-QuickSheet) - import data from google/excel sheets.
* [Odin Unity Serializer](https://github.com/TeamSirenix/odin-serializer) - Arguably the best serializer for Unity out there.

## Social SDKs
* [Google Analytics Plugin](https://github.com/googleanalytics/google-analytics-plugin-for-unity) - Google Analytics.
* [Google Play Games Plugin](https://github.com/playgameservices/play-games-plugin-for-unity) - Google Play plugin.
* [Facebook SDK](https://github.com/facebook/facebook-sdk-for-unity) - Facebook sdk.
* [Reign Unity Plugin](https://github.com/reignstudios/Reign-Unity-Plugin5) - unified mobile api.
* [GetSocial SDK](https://github.com/getsocial-im/getsocial-unity-sdk) - community api.
* [SOOMLA Framework](https://github.com/soomla/unity3d-store) - store api.
* [Steamworks.NET](https://github.com/rlabrecque/Steamworks.NET) - c# wrapper for valve's Steamworks API.
* [Facepunch.Steamworks](https://github.com/Facepunch/Facepunch.Steamworks) - Steamworks C# API (not all features implemented, but better API).
* [twitter-for-unity](https://github.com/toofu37/twitter-for-unity) - Twitter API Client for Unity.

## API Extensions & Helper
* [Camera Extension](https://gist.github.com/TarasOsiris/a8904989c18424bcdf73) - a better way of manipulating the culling mask.
* [Download Manager](https://gist.github.com/asus4/2490117) - simple file downloads.
* [UnityMainThreadDispatcher](https://github.com/PimDeWitte/UnityMainThreadDispatcher) - main thread dispatcher.
* [UnityBitmapDrawing](https://github.com/ProtoTurtle/UnityBitmapDrawing) - texture2d drawing extensions.
* [Unity3D ComponentAttribute](https://github.com/Thundernerd/Unity3D-ComponentAttribute) - auto component referencing.
* [Unity3D ExecutionOrderAttribute](https://github.com/Thundernerd/Unity3D-ExecutionOrderAttribute) - execution order attribute.
* [LINQ to GameObject for Unity](https://github.com/neuecc/LINQ-to-GameObject-for-Unity) - gameobject linq querys.
* [Chained Works](https://bitbucket.org/snippets/Lordinarius/8rnLn/chainedworks) - coroutine chained procedures.
* [TeaTime](https://github.com/alvivar/TeaTime) - timer queue for coroutines.
* [Smart Tags and Layers](https://github.com/nicoplv/smart-tags-and-layers) - generates static values for your tags and layers.
* [DTValidator](https://github.com/DarrenTsung/DTValidator) - finds broken and unassigned references.
* [xNode](https://github.com/Siccity/xNode) - easily create node-based plugins.

## Design Patterns
* [Unity Singleton MonoBehaviour](https://github.com/kleber-swf/Unity-Singleton-MonoBehaviour) - powerful singleton.
* [Signals](https://github.com/UnityPatterns/Signals) - simple event/signal system.
* [Unity3d Finite State Machine](https://github.com/thefuntastic/Unity3d-Finite-State-Machine) - simple finite stata machine.
* [stateless](https://github.com/StompyRobot/stateless) - more complex state machines.
* [Design Patterns in Unity Example](https://github.com/marwie/Design-Patterns-in-Unity-Example) - collection of design patterns.
* [Entitas CSharp](https://github.com/sschmid/Entitas-CSharp) - entity component system framework.
* [strangeioc](https://github.com/strangeioc/strangeioc) - inversion of control framework.
* [Zenject](https://github.com/modesttree/Zenject) - depedency injection framework.
* [UniRx](https://github.com/neuecc/UniRx) - unity reactive extensions implementation.
* [Stateless](https://github.com/Patroklo/stateless) - Fork of Stateless dot net statemachine for .Net 3.5.

## Utilities
* [demilib](https://github.com/Demigiant/demilib) - various utilities and tools for Unity.
* [Excessives](https://github.com/SirHall/Excessives) - General purpose C# and Unity3D utility scripts.

## Other
* [Unity Right Click](https://gist.github.com/adamtuliper/48a6e2ce3d9b5e72be36) - windows context menu extension: 'open with unity'.
* [No Hot-Reload](https://capeguy.co.uk/2015/06/no-more-unity-hot-reload/) - prevent unity hot-reloads.
* [Unity C# 5.0 and 6.0 Integration](https://bitbucket.org/alexzzzz/unity-c-5.0-and-6.0-integration) - c# 5 & 6 integration for unity.
* [FLUnity](https://github.com/canab/flunity) - flash to unity.
* [Projeny](https://github.com/modesttree/projeny) - project management.
* [CUDLR](https://github.com/proletariatgames/CUDLR) - remote debugging and logging console.
* [WebGL - Simple Loading Fix](http://designagame.eu/2016/09/is-unity-webgl-loading-a-simple-fix/) - custom loading bar for the webgl loader.
* [UtilityKit](https://github.com/prime31/UtilityKit) - SerializationUtil, SpriteAnimator, SpriteAnimator, MathHeloers, AutoSnap, ...
* [Remove Boo.Lang and UnityScript Hints](https://gist.github.com/jbevain/a982cc580fb796c93e4e) - Project Generation Hook to remove references to Boo.Lang and UnityScript assemblies.
* [Asset Store Batch Mode](https://github.com/thinksquirrel/asset-store-batch-mode) - API for uploading Unity Asset Store packages.
* [Unity Size Explorer](https://github.com/aschearer/unitysizeexplorer) - analyzes the disk space usage of your build.
* [Better Unity Script Templates](https://github.com/BrokenVector/BetterUnityScriptTemplates) - improved Script templates.
* [UnityCsReference](https://github.com/Unity-Technologies/UnityCsReference) - Unity C# reference source code.
* [Shader Calibration Charts](https://oc.unity3d.com/index.php/s/dfc9aa1491ff905f589408aa136eab23) - Unity StandardShader calibration charts.
* [Save Game Free](https://github.com/BayatGames/SaveGameFree) - cross platform, encrypted, online-stored saves.
* [UCompile](https://github.com/SoapCode/UCompile) - runtime compilation and execution of CSharp code.
* [UDBase](https://github.com/KonH/UDBase) - module-based game template for Unity.
* [Hull-Delaunay-Voronoi](https://github.com/Scrawk/Hull-Delaunay-Voronoi) - Hull, Delaunay and Voronoi algorithms in Unity.
* [YTranslate](https://gist.github.com/rubenhorn/e8de0fb635c3936d47cd15dfbaafc3d4) - machine translation using Yandex Translate.
* [AR Support Checker](https://github.com/Rozhovetskyi/AR-Support-Checker) - plain detection of AR supported (ARCore, ARKit, AR Foundation) devices.
* [Steam Microtransaction API Handler](https://github.com/jasielmacedo/steam-microtransaction-api/) - API for Steam In-Game Purchase with examples using Unity

[![Analytics](https://ga-beacon.appspot.com/UA-63472612-14/readme)](https://github.com/igrigorik/ga-beacon).


text:
# Mutable Builds

Projen synthesizes files that are part of your source repository. This means
that when you change you projenrc file, and execute `projen`, other files in
your repo may change as a result.

This is also relevant in other situations where your build process _mutates_
your repository. For example, if you use **snapshot testing**, your repository
includes snapshots which represent expected test results. When your code
changes, you will likely need to update those snapshots as well.

To ensure that a pull request branch always represent the final state of the
repository, you can enable the `mutableBuild` option in your project
configuration (currently only supported for projects derived from
`NodeProject`).

When enabled, the PR build workflow (also called `build`) will push any modified
files to the PR branch after a successful build, so that the branch will always
reflect the most up-to-date version of all generated files.

## Forks

This feature does not work for forks since it is impossible to safely push
changes to a fork from a PR build. If a PR is created from a fork of the
repository and there are build mutations, the PR build will fail (indicating
that it cannot push to the fork). To fix this, the branch needs to be updated
(same behavior as if mutable builds was disabled).


text:
# Dc Comics theme for [Visual Studio Code](http://code.visualstudio.com)

> A dark theme for [Visual Studio Code](http://code.visualstudio.com).

![Screenshot](https://raw.githubusercontent.com/IAmNithi/vscode-dccomics/master/screenshot.PNG)

## Installing

This extension is available for free in the Visual Studio Code Marketplace

## Author

[![Kalanithi Sethuraman.](https://kalanithi.dev/kalanithi.png)](https://github.com/IAmNithi) |
:---: |
[Kalanithi Sethuraman.](https://github.com/IAmNithi) |

## Contributing

If you'd like to contribute to this theme, please read the following

1. Fork and clone this repo. `git clone https://github.com/<YOUR-USERNAME>/visual-studio-code`
2. Create a branch for your changes. `git checkout -b my-new-feature`
3. Install dependencies. `npm install`
4. Open the *visual-studio-code* folder in vscode.
5. Hack away.
6. Build and examine your changes in an Extension Development Host.
    * Debug > Start Debugging or use F5 as a shortcut
7. Commit and push your changes.
8. Submit a PR for discussion, keeping in mind that not all suggestions can be accepted.

## License

[MIT License](./LICENSE)

repository: IAmNithi/vscode-dccomics

repo_name: IAmNithi/vscode-dccomics


text:
# Reactfire

Hooks, Context Providers, and Components that make it easy to interact with
Firebase.

> If you're looking for docs for the _deprecated_ ReactFire v1 (the one that
> uses mixins), click
> [here](https://github.com/FirebaseExtended/reactfire/tree/v1.0.0)

**Status: Alpha**. ReactFire is meant for React Concurrent Mode, which is only
available in
[experimental React builds](https://reactjs.org/docs/concurrent-mode-adoption.html#installation).

## What is ReactFire?

- **Easy realtime updates for your function components** - Reactfire's hooks,
  like `useFirestoreCollection` and `useUser`, let you easily subscribe to
  events, and automatically unsubscribe when your component unmounts.
- **Loading states handled by `<Suspense>`** - Reactfire's hooks throw promises
  that Suspense can catch. No more `isLoaded ?...` - let React
  [handle it for you](https://reactjs.org/blog/2018/11/27/react-16-roadmap.html#react-166-shipped-the-one-with-suspense-for-code-splitting).
- **Dead-simple Real User Monitoring (RUM)** - Easily enable Firebase
  Performance Monitoring's
  [automatic traces](https://firebase.google.com/docs/perf-mon/automatic-web),
  and instrument your Suspenseful loads with Reactfire's `<SuspenseWithPerf>`
  component

## Install

```bash
# npm
npm install reactfire@next
# yarn
yarn add reactfire@next
```

If you like living life on the edge, use `reactfire@canary`.

## Example use

Check out the
[live version on StackBlitz](https://stackblitz.com/edit/reactfire-sample)!

```jsx
import React, { Component } from 'react';
import { render } from 'react-dom';
import './style.css';
import {
  FirebaseAppProvider,
  useFirestoreDocData,
  SuspenseWithPerf
} from 'reactfire';

import 'firebase/performance';

const firebaseConfig = {
  /* add your config object from the Firebase console */
};

function Burrito() {
  // lazy load the Firestore SDK and create a ref
  const burritoRef = useFirestore()
    .collection('tryreactfire')
    .doc('burrito');

  // subscribe to the doc. just one line!
  // throws a Promise for Suspense to catch,
  // and then streams live updates
  const burrito = useFirestoreDocData(burritoRef);

  // get the value from the doc
  const isYummy = burrito.yummy;

  return <p>The burrito is {isYummy ? 'good' : 'bad'}!</p>;
}

function App() {
  return (
    <FirebaseAppProvider firebaseConfig={firebaseConfig} initPerformance>
      <h1>🌯</h1>
      <SuspenseWithPerf
        fallback={'loading burrito status...'}
        traceId={'load-burrito-status'}
      >
        <Burrito />
      </SuspenseWithPerf>
    </FirebaseAppProvider>
  );
}

render(<App />, document.getElementById('root'));
```

## Learn More

- [**Quickstart**](./docs/quickstart.md)
- [**Common Use Cases**](./docs/use.md)
- [**API Reference**](./docs/reference.md)

## Contributing

### For development

1. [Clone](https://help.github.com/en/github/creating-cloning-and-archiving-repositories/cloning-a-repository)
   this repository (or a
   [fork](https://help.github.com/en/github/getting-started-with-github/fork-a-repo#propose-changes-to-someone-elses-project))
1. At the project root, install all modules by running `yarn install`.
1. `cd` into the _reactfire_ directory. Run `yarn` and `yarn watch`.
1. In a new terminal, `cd` into the _reactfire/sample_ directory. run `yarn` and
   `yarn start`.
1. Head over to https://localhost:3000 to see the running sample! If you edit
   the reactfire source, the sample will reload.

### Testing

1. `cd` into the _reactfire/reactfire_ directory
1. run `yarn test`

repository: iwikal/reactfire

repo_name: iwikal/reactfire


text:
---
title: A social media reset
author: ''
date: '2022-04-18'
slug: resetting-how-i-use-social-media
categories: []
tags: []
---

## tl;dr (too long didn't read)

- *I'm going to step back from social media: Facebook and Twitter*
- *I'm still going to post on my blog and you can stay in touch through subscribing [via RSS](https://t.co/K6L9fzs2OS) or via [e-mail](https://joshuamrosenberg.substack.com/p/coming-soon?r=2l9ei&s=w&utm_campaign=post&utm_medium=web)*

## The negatives

Several things came together in my mind to make me decide that I needed to reset how I use social media:

- Observing a friend quietly step back from social media
- Trying multiple times over the past year to take breaks from Twitter, to return days or weeks later
- Talking with friends/colleagues who studied social media, which made me think about how my social media feeds had inadvertently become "highlight reels"
- Noticing that when I took a few days off from social media, I seemed to be able to "catch up" fairly quickly, though had I not taken that break, I would have checked many more times
- Noticing that I started to think about personal or professional achievements or milestones in the context of being able to share about them on Facebook or Twitter (in contrast to enjoying the achievement or milestones independent of sharing)
- Constantly checking my notifications after posting
- Discussing social media with my spouse and realizing that social media had become a source of anxiety (and even dread!) to a greater extent than it was a source of whimsy, discovery, and enjoyment, as it had (has?) been
- Recognizing that simply stepping back from social media had not worked well for me in the past; I seem to have an addictive personality with respect to information and receiving positive social feedback (in point of fact, I check my email constantly when I can, even on weekends and vacations)
- Wanting to build capital in ways other than on social media; wanting to build capital with my neighbors, and local organizations, and friends and family, and those who I work with
- Constantly thinking about what I'd post on social media and what others would think
- Wanting to try to think and work more deeply and conscientiously
- Realizing I probably spent on the order of 1-2 hours/day, at least in terms of the attention I spent to social media
- Having deleted my Facebook account when my we moved from Lansing to Knoxville and noticing (when I started a new account after realizing that I couldn't reactivate the one I had deleted!) that Facebook has never been as useful since - it was metaphorically decapitated - and therefore realizing that this was a way to make it much harder for me to return to Twitter, which I'm presently much more addicted to

I'm not trying to convince others to do the same. Everyone is different; others receive more benefit or have more need, and many have fewer downsides than I do.

## The positives

There is a cost to this. I am in touch with many people personally and professionally almost entirely through social media. Social media has been meaningful to me; many collaborations and true friendships (that I maintain off social media) were sparked through it. I've used Twitter since 2006. It is hugely important to me and my identity. But, the weight of the reasons _for me_ (many of these are idiosyncratic) pointed toward needing to reset.

## How to stay in touch?

I thought about stepping back quietly - isn't that the entire point, rather than writing a (melodramatic?!?) post. but, I decided to post one last time for one primary reason - to share other ways to stay in touch, if anyone is interested in doing so. Those ways are:

- Via [RSS](https://joshuamrosenberg.com/index.xml)
    - I recommend subscribing to RSS "feeds" via [Feedly](https://feedly.com/)
- Via [e-mail](https://joshuamrosenberg.substack.com/p/coming-soon?r=2l9ei&s=w&utm_campaign=post&utm_medium=web)
    - Click the above link to sign-up to a Substack newsletter and to receive an email when I post
    - To be honest, I'm not super keen on Subsetack - I prefer RSS - but, the convenience is difficult to beat, so I decided to try this
- By checking this URL (you can read my blog here!)
- Of course, you can stay in touch in other ways - e-mail, call, visit, etc.

Stay in touch!


text:
# bundle-install

## `gcr.io/paketo-buildpacks/bundle-install`

A Cloud Native Buildpack to install gems from a Gemfile

This will be providing `gems`.

repository: jwhitcraft/bundle-install

repo_name: jwhitcraft/bundle-install


text:
---
title: "Select conditional data"
updated: 2023-03-29
contextual_links:
  - type: section
    name: "Additional resources"
  - type: subtitle
    name: "Videos"
  - type: link
    name: "Flows Query Language (FQL) | Postman Flows"
    url:  "https://youtu.be/4KDQM8gv7PM"
  - type: subtitle
    name: "Blog posts"
  - type: link
    name: "Advanced FQL expressions in Postman Flows"
    url: "https://blog.postman.com/advanced-fql-expressions-in-postman-flows/"
---

You can use [Flows Query Language](/docs/postman-flows/flows-query-language/introduction-to-fql/) (FQL) to filter for specific data in your responses. Multiple responses return in an array. Single responses return as a single record. Sample data and FQL examples are below.

## Contents

* [Example JSON](#example-json)
* [Filter query results for objects with specific key-value pairs](#filter-query-results-for-objects-with-specific-key-value-pairs)
* [Navigate your filtered results](#navigate-your-filtered-results)
* [Return a single record](#return-a-single-record)
* [Check if a field has a specific value](#check-if-a-field-has-a-specific-value)

## Example JSON

The examples below use this JSON data:

``` json
    {
        "customer info": {
            "customer field": "Customer data",
            "unformated_customer_field": " customer \n stuff ",
            "total_value": "281.01",
            "associated_usernames": ["user1, myuser, online_user"]
        },
        "payments": [
            {
                "invoice_number": "101301",
                "date": "2022-09-11T16:12:34.494Z",
                "description": "recurring subscription",
                "amount": 110.48
            },
            {
                "invoice_number": "101302",
                "date": "2022-09-29T14:45:13.148Z",
                "description": "one time purchase",
                "amount": 24.49
            },
            {
                "invoice_number": "101303",
                "date": "2022-10-11T16:12:34.683Z",
                "description": "recurring subscription",
                "amount": 110.48
            },
            {
                "invoice_number": "101304",
                "date": "2022-10-12T11:45:22.182Z",
                "description": "recurring subscription deluxe",
                "amount": 35.56
            }
        ]
    }
```

## Filter query results for objects with specific key-value pairs

The example below filters for objects in the `payments` array that have the key-value pair `"description": "recurring subscription"`.

FQL
payments[description="recurring subscription"]

Result

[
    {
        "invoice_number": "101301",
        "date": "2022-09-11T16:12:34.494Z",
        "description": "recurring subscription",
        "amount": 110.48
    },
    {
        "invoice_number": "101303",
        "date": "2022-10-11T16:12:34.683Z",
        "description": "recurring subscription",
        "amount": 110.48
    }
]

## Navigate your filtered results

FQL uses the same syntax to navigate filtered query results as it does to navigate JSON data. The example below gets the values from the `invoice.number` fields in the `payments` array.

FQL
payments[description="recurring subscription"].invoice_number

Result

["101301","101303"]

## Return a single record

When a filter has a single result, it returns as a record instead of an array. The filter below returns a single result as a record.

FQL
 payments[description="recurring subscription deluxe"].invoice_number

Result

["101304"]

## Check if a field has a specific value

FQL can check if your query results have a specific key-value pair and return `true` or `false`. The example below checks the first item in the `payments` array for the key-value pair `"description": "recurring"`.

FQL
$contains(payments[0].description, "recurring")

Result
true

## Get only unique payment amounts

The `$distinct` function returns a single instance of any recurring values. In the example below, the `110.48` value appears twice in the data, but only once in the result.

FQL
$distinct(payments.amount)

Result
[110.48, 24.49, 35.56]

repository: postmanlabs/postman-docs

branch_name: refs/heads/develop

repo_name: postmanlabs/postman-docs


text:
PassMate is a client-side JavaScript password generator that produces printable password books. It is intended to provide a simplified, somewhat less secure password manager alternative for people who find password managers confusing or prefer paper. There's no server-side code here; it's served entirely as static content.

Live version: [passmate.io](https://passmate.io)

## Web server config
See config/nginx.conf

repository: firestuff/passmate

repo_name: firestuff/passmate


text:
# Artifacts and Cloud Build
The terraform in this dir handles the infrastructure for building and storing
artifacts that are built in the CI environment and used in the production environment.
## Requirements

No requirements.

## Providers

| Name | Version |
|------|---------|
| google | n/a |
| google-beta | n/a |

## Inputs

| Name | Description | Type | Default | Required |
|------|-------------|------|---------|:--------:|
| ci\_composer\_env | n/a | `string` | `""` | no |
| ci\_project | Continuous Integration Project which pushes artifacts | `any` | n/a | yes |
| prod\_project | Production project which pulls artifacts | `any` | n/a | yes |
| project\_id | Project ID for your GCP project to store artifacts | `any` | n/a | yes |

## Outputs

| Name | Description |
|------|-------------|
| dataflow\_artifacts\_bucket | n/a |


text:
# QA

[![Build Status](https://semaphoreci.com/api/v1/projects/44e6f8cb-334f-44ef-80eb-a15e915a383a/255594/badge.svg)](https://semaphoreci.com/thomas-mcdonald/qa)

[![Code Climate](https://codeclimate.com/github/thomas-mcdonald/qa.png)](https://codeclimate.com/github/thomas-mcdonald/qa) [![Coverage Status](https://coveralls.io/repos/thomas-mcdonald/qa/badge.png?branch=master)](https://coveralls.io/r/thomas-mcdonald/qa)

**QA is the best way to get your own instance of an internal question and answer site.**

## Installation

1. Ensure you have both PostgreSQL 9.3+ and Redis 2.8.9+ installed
2. Install Ruby 2.2.x
3. `git clone git://github.com/thomas-mcdonald/qa.git && cd qa`
4. `bundle install`
5. Check settings in `config/database.yml` and `config/redis.yml`
6. Copy `.env.sample` to `.env` and fill in environment settings as required
7. `bundle exec rake db:create db:schema:load`

### Seed Data

There are a couple of options for seed data:

* `bundle exec rake db:seed:development` will give you a few example questions
* You can import a Stack Exchange data dump for development purposes. Download a dump from [here](https://archive.org/download/stackexchange) and extract to lib/import/data. `rake import:se` will import this data.

*The SE import process is memory-intensive and will take some time - even for smaller Stack Exchange sites. The importer queues a significant number of background jobs which will take time to process - so initial performance may be slower.*

### Running the application

The application processes are defined in the Procfile, which can be managed by [Foreman](https://ddollar.github.io/foreman/).

Install it with `gem install foreman`, and start the application and job queues with `foreman start`.

## Stack

* Rails 4.2
* Postgres
* Redis

repository: thomas-mcdonald/qa

gha_language: Ruby

repo_name: thomas-mcdonald/qa


text:
# Adobe Illustrator

## Tools and Usage

- Selection Tool:

	**Hotkey:** v
	**Purpose:** To select whole 'objects' with `left mouse click`,
	`Click and drag` to move the object.
	Hold `alt`, then `click and drag` to create a duplicate object.

- Paste copied object directly on top of original copy, `CTRL+SHIFT+V`
> This is useful for doing shape manipulations with the Unite, Intersect, Exclude tools.

- Move an object above/behind things, change layer order with `CTRL+[` or `CTRL+]`

**Hide Safe Zone and Cross Hairs**

Recently updated illustator and it was showing lots of lines getting in my way, perhaps useful in certain scenarios. To toggle those on/off:

1. View > Rulers > Show Video Rulers
2. Click icon on right side of art board, and deselect
	- Show Center Mark
	- Show Cross Hairs
	- Show Video Safe Areas

## Techniques

### Convert Stroke to Object

1. Select the line/stroke.
2. In the menu use: Object > Path > Outline Stroke

Removing a part of a path to make an incomplete shape (for mirroring or something)

1. Select object
2. Use Direct Selection `A`
3. Deselect all nodes `CTRL-SHIFT-A`
4. Select edge to remove, and delete `delete`

Merge two nodes together

1. Use Direct Selection `A` to select both nodes.
2. Object > Path > Average `CTRL-ALT-J`

gha_license_id: Unlicense


text:
# teensy audio player
breadboard and firmware project for teensy 3.6 devices to play mp3 and aac audio files from an sdcard on teensy guitar audio shield
* based on the example provided in **ardiuno-teensy-codec** by **Frank Boesing**
* plays **mp3**, **aac** files using arduino-teensy-codec library
  * https://github.com/FrankBoesing/Arduino-Teensy-Codec-lib
* parses mp3 tags (id3v2.3 & id3v2.4)
* displays mp3 song title and album on 128x128 st7735 color display.
* use rotary encoder to change directory

## bill of materials
| | Component |  |  |
|--|----|----|----|
| 1 | teensy 3.6 board | https://www.pjrc.com/store/teensy36.html | $29 |
| 1 | teensy guitar audio shield |  https://www.tindie.com/products/Blackaddr/arduino-teensy-guitar-audio-shield/ | $69 |
| 1 | ST7735 128 x 128 tft lcd (1.44") | | $5 |
| 2 | tactile switch | | $4 |
| 1 | rotary encoder | | $4 |
|  | **total** | | **$111** |

## todo:
* read and display jpeg album cover images from tag in mp3 if available
* add compatibility
  * teensy audio board
  * ili9341 320x240 display

repository: newdigate/teensy-audio-player

repo_name: newdigate/teensy-audio-player


text:
0.3.6
---------

* Implement mechanism for distinct repeated followed values for all observables accessible through property `distinctUntilChanged`.
* Implement mechanism for skipping specified number of values for all observables accessible through method `skip(Int)`.
* Implement mechanism for taking only specified number of values for all observables accessible through method `take(Int)`.
* Implement throttling mechanism for all observables accessible through method `throttle(interval:queue:)`.
* Add new method to create thread support observable `deliver(on: DispatchQueue, style: GCDQueue.DispatchStyle = .async)` and can be used as followed:

```swift
import UIKit

let label = UILabel()
let _ = label.observable(at: \UILabel.text).deliver(on: .main)
```

0.3.5
---------

* `KeyPathObservable` is a class now (previously it was a protocol), remove `AnyKeyPathObservable` class (replaced with `KeyPathObservable`).
*  `Disposables` - new implementation of `Disposable` protocol, contains array of any `Disposable`.
* Add reactive extensions for `UIScrollView`.
* Update `map` method signature - remove first argument name.
* Update `flatMap` method signature - remove first argument name.
* Update `filter` method signature - remove first argument name.
* Implement combine latest feature for all observbles accessible through method `combineLatest(with:)`.

0.3.4
---------

* Separate all files to two categories `Core` & `ReactiveExtensions` through subspecs.
* Core subspec accessible via `pod Djessi/Core`, reactive extensions subspec accessible via `pod Djessi/ReactiveExtensions`, default pod `pod Djessi` retrieve both core & extension sources.

0.3.3
---------

* Proxied properties for 90% of `UIKit` classes.
* Update jazzy docs

0.3.2
---------

* Proxied properties for all `UIResponder` subclasses.
* Update jazzy docs

0.3.1
---------

* Fix demo app bug
* Fix broken docs link
* Update jazzy docs

0.3.0
---------

* Implement reactive extension feature
* Add reactive extension ability to all `NSObject`'s

```swift
import UIKit
import Djessi

@objcMembers
class Test: NSObject {
    dynamic var stringField: String = ""
}

let test = Test()
let label = UILabel()

test.observable(at: \Test.stringField).bind(to: label.asReactive.text)
```

0.2.1
---------

* Update `jazzy` documentation files

0.2.0
---------

* Generate documentation with `jazzy`
* Wrote tests, update `README` file
* Rename `TransformObservable` to `MapTransformObservable`, `ConditionObservable` to `FilterConditionObservable`
* Add `FlatMapTransformObservable` observable type

0.1.1
---------

* Advanced demo
* Enable CI & code coverage
* Update `README` file with badges

0.1.0
---------

* Core models & functions

repository: AGStarz/Djessi

gha_language: HTML

repo_name: AGStarz/Djessi


text:
# grunt-motleycss

> A grunt plugin for running Motley CSS during build.

## Getting Started
This plugin requires Grunt `~0.4.5`

If you haven't used [Grunt](http://gruntjs.com/) before, be sure to check out the [Getting Started](http://gruntjs.com/getting-started) guide, as it explains how to create a [Gruntfile](http://gruntjs.com/sample-gruntfile) as well as install and use Grunt plugins. Once you're familiar with that process, you may install this plugin with this command:

```shell
npm install grunt-motleycss --save-dev
```

Once the plugin has been installed, it may be enabled inside your Gruntfile with this line of JavaScript:

```js
grunt.loadNpmTasks('grunt-motleycss');
```

Another option is to add grunt-motleycss to your npm package if that is in your project. use version 1.0.4

## The "motleycss" task

### Overview
In your project's Gruntfile, add a section named `motleycss` to the data object passed into `grunt.initConfig()`.

```js
grunt.initConfig({
  motleycss: {
    options: {
      fileName:'someLargeCssFile.css',
      diagnostics:false,
      callback:function () {},
      limit:4095
    }
  },
});
```

Go to the motley css github project to find out more on the options

repository: aasierra/grunt-motleycss

gha_language: CSS

repo_name: aasierra/grunt-motleycss


text:
# strapi-provider-upload-oss
A provider for strapi server to upload file to Aliyun OSS

# Installation
```bash
$ npm install strapi-provider-upload-oss --save
```
The installation will trigger a refresh for the server, and then you can go to http://your-strapi-server/admin/plugins/upload/configurations/development, choose **Aliyun Web Service OSS** in the dropdown to activate the provider.

For more details, please see: https://strapi.io/documentation/guides/upload.html#install-providers

# Usage

The description for each fields to fill in strapi's configuration UI are as follows:

Field | value
----- | -----
**AccessKeyId token** | <aliyun access key id>
**AccessKeySecret token token** | <aliyun access key secret>
**Region** | OSS region
**Bucket** | bucket name
**Upload Path** | path to store the file
**Domain to access** | can be your custom oss domain for access
**timeout** | OSS upload timeout (unit: seconds)
**Automatically generate thumbnails** (Beta) |  **VIDEO FILES ONLY** currently only supports `.mp4` file, will generate thumbnail for the video uploaded (screenshot at `00:01` of the video, size: `480x360`)

Example:

<img src="https://user-images.githubusercontent.com/2413682/63400602-fc1b3480-c406-11e9-91c6-db11c7c2ba67.png" width="500" />

repository: manweih/strapi-provider-upload-oss

repo_name: manweih/strapi-provider-upload-oss


text:
---
layout: default
title: "Representable Upgrading Guide"
---

# Upgrading Guide

We try to make upgrading as smooth as possible. Here's the generic documentation, but don't hesitate to ask for [help on Gitter](https://gitter.im/trailblazer/chat).

## 2.3 to 2.4

### Positional Arguments

For dynamic options like `:instance` or `:getter` we used to expose a positional API like `instance: ->(fragment, options)` where every option has a slightly different signature. Even worse, for `collection`s this would result in a differing signature plus an index like `instance: ->(fragment, index, options)`.

From Representable 2.4 onwards, only one argument is passed in for all options with an identical, easily memoizable API. Note that the old signatures will print deprecation warnings, but still work.

For parsing, this is as follows (`:instance` is just an example).

{% highlight ruby %}
property :artist, instance: ->(options) do
  options[:fragment] # the parsed fragment
  options[:doc]      # the entire document
  options[:result]   # whatever the former function returned,
                     # usually this is the deserialized object.
  options[:user_options] # options passed into the parse method (e.g. from_json).
  options[:index]    # index of the currently iterated fragment (only with collection)
end
{% endhighlight %}

We highly recommend to use keyword arguments if you're using Ruby 2.1+.

{% highlight ruby %}
property :artist, instance: ->(fragment:, user_options:, **) do
{% endhighlight %}

### Pass Options

The `:pass_options` option is deprecated and you should simply remove it, even though it still works in < 3.0. You have access to all the environmental object via `options[:binding]`.

In older version, you might have done as follows.

{% highlight ruby %}
property :artist, pass_options: true,
  instance: ->(fragment, options) { options.represented }
{% endhighlight %}

Runtime information such as `represented` or `decorator` is now available via the generic options.

{% highlight ruby %}
property :artist, instance: ->(options) do
  options[:binding]              # property Binding instance.
  options[:binding].represented  # the represented object
  options[:user_options]         # options from user.
end
{% endhighlight %}

The same with keyword arguments.

{% highlight ruby %}
property :artist, instance: ->(binding:, user_options:, **) do
  binding.represented  # the represented object
end
{% endhighlight %}

branch_name: refs/heads/hermosa


text:
---
layout: home
---
# Ghostthemes.io

Premium themes for the [Ghost](https://ghost.org/) blogging platform.

## Stockholm

![Stockholm](images/stockholm.jpg)

[Stockholm](https://github.com/toddbirchard/ghosttheme-stockholm) is arguably the most feature-rich Ghost theme on the market. Users can personalize their themes via simple config files, thus enabling contextual widgets, fully integrated user sign ups, and unique page templates.

 Stays true to a philosophy of simplicity while expanding on Ghost features to elevate authors.

------

## Warsaw

![Warsaw](images/warsaw.jpg)

[Warsaw](https://github.com/toddbirchard/ghosttheme-warsaw) Handcrafted Ghost theme for skilled craftsmen looking to put their work on display.


text:
Example 2 - Show a grammar and theme
====================================

This example shows a an simple component that loads a single external grammar and external theme file.

When running this sample you should copy the HTML.tmLanguage and SpaceCadet.tmTheme files to the
current path of the executable. Or change the filename in the sample.

example2.cpp
------------

First we initialize the edbee instance.

```C++
edbee::Edbee* edbee = edbee::Edbee::instance();
edbee->autoInit();
```

After that we're going to read the grammar file.
Loading a grammar requires the grammar-manager. The reason for it is that Textmate grammars can include eachother.
For example you can have a javascript grammar inside a html grammar.

```C++
edbee::TextGrammarManager* grammarManager = edbee->grammarManager();
edbee::TextGrammar* grammar = grammarManager->readGrammarFile( "HTML.tmLanguage" );
```

Then we load the theme via the theme manager.

```C++
edbee::TextThemeManager* themeManager = edbee->themeManager();
edbee::TextTheme* theme = themeManager->readThemeFile( "SpaceCadet.tmTheme" );
```

Then the grammar and theme are passed to the editor.

As you can see the editor is split up in seperate classes. The current grammar is configured via the textDocument. The scopes generated by the grammar are document related.
The theme is used by renderer, so the theme is supplied to the active renderer.

```C++
editor.textDocument()->setLanguageGrammar( grammar );
editor.textRenderer()->setTheme( theme );
```

In this example the text is simply set with the following hardcoded string:

```C++
editor.textDocument()->setText("<html>\n\t<body>\n\t\t<h1>Hello World</h1>\n\t</body>\n</html>\n");
```

The rest is boilerplate to set the widget and show it :)

Notes
-----

Another way to supply grammar and theme files is to use the following methods to supply the paths that contain the grammar and theme files.
The grammar files are loaded on edbee initialisation the theme files are loaded on demand.

```C++
    void setGrammarPath( const QString& grammarPath );
    void setThemePath( const QString& themePath );
```


text:
# KalmanFilter

This repository contains three main components:

1. The text and code that led to an NCAR Technical Note describing the Kalman-Filter
processor developed for the research aircraft at the NCAR/EOL/RAF.

2. A KalmanFilter.R script that produces Kalman-filter-corrected variables including
attitude angles and wind for specified netCDF-archived files.

3. A Shiny app that provides a convenient way of running the processor and
viewing the results.


text:
---
layout: post
title: Minimum Maximum Sub-arrays
date: 2019-08-07 11:20:54
tags: dynamic-programming
---

The problem is presented on Leetcode #410. The task is to find the minimum
maximum sub-array sum given an array of integers. The optimal solution involves
a binary search, but that did not come intuitively to me. The first approach
that came to my mind was dynamic programming.

Ex.
	[7,2,5,10,8]
	m = 3

<script src="https://gist.github.com/Jyang772/e2e8651468d73a4acf0652e5d3f1f97d.js?file=410"></script>

We must also sum from the end of the previous split to the current ith element.

	For dp[4][3] - dp[3][2], this means the mth split (last split) has a sum of {10}.
	For dp[4][2] - dp[3][1], the last split has a sum of {5,10}

Example:
	    dp[1][1] = 7
	    dp[2][1] = 9

	    dp[3][2] = min(dp[3][2],max(dp[1][1],sum{2,5}))
	    dp[3][2] = min(dp[3][2],max(dp[2][1],sum{5}))
	    dp[3][2] = 7


text:
# Documentation

* [README](../README.md) - getting started
* [History](history.md) - timeline of this project

Features
* [Configuration](config.md) - list of all available configuration options
* [Modules](modules.md) - list of modules and their functions
* [Channel modes](cmodes.md) - list of channel modes
* [User modes](umodes.md) - list of user modes
* [IRCv3](ircv3.md) - list of supported client protocol extensions

IRC operators
* [Operator privilege flags](oper_flags.md) - list of operator capabilities
* [Operator notice flags](oper_notices.md) - list of server notices

Guides
* [Installation](../README.md#installation) - getting juno and its dependencies
* [SSL setup](../README.md#ssl-setup) - using SSL with juno
* [Operation](../README.md#operation) - running juno
* [Upgrading](../README.md#upgrading) - upgrading to newer versions
* [Using juno with TS6](ts6.md) - details how to use juno with TS6 software

## Technical

Linking protocols
* [JELP](technical/proto/jelp.md) - JELP linking protocol specification
* [TS6](technical/proto/ts6.md) - TS6 linking protocol specification

APIs
* [user](technical/api/user.md) - Represents an IRC user
* [channel](technical/api/channel.md) - Represents an IRC channel
* [message](technical/api/message.md) - Represents an IRC message

repository: lindleyw/juno

repo_name: lindleyw/juno


text:
# Global-wheat-detection

Global wheat detection using YOLOv2 in Keras.

This is a Keras implementation of YOLOV2 for Kaggle Competition [https://www.kaggle.com/c/global-wheat-detection/](https://www.kaggle.com/c/global-wheat-detection/)

## Setup
* Run the command to install all required packages
``` pip install -r requirements.txt ```

## Train

### 1. Data preparation

Download the Global-wheat-detection dataset from from  [https://www.kaggle.com/c/global-wheat-detection/](https://www.kaggle.com/c/global-wheat-detection/).

Organize the dataset into 4 folders:

-   train_image_folder <= the folder that contains the train images.

-   train_annot_folder <= the folder that contains the train annotations in VOC format.

-   valid_image_folder <= the folder that contains the validation images.

-   valid_annot_folder <= the folder that contains the validation annotations in VOC format.

There is a one-to-one correspondence by file name between images and annotations. If the validation set is empty, the training set will be automatically splitted into the training set and validation set using the ratio of 0.8.

### 2. Convert Bounding box into VOC format for training
Run the jupyter notebook **preproc.ipynb** to create VOC format xml files.

### 3. Download the Yolov2 weights
Download the yolov2 weights from [https://pjreddie.com/darknet/yolov2/](https://pjreddie.com/darknet/yolov2/) and save it in model_weights folder. Here we are using transfer learning to train wheat detection model.

### 4. Train
Use the **train.ipynb** to train the model.

### 5. Inference
Use the **Inference.ipynb** for prediction on test dataset.

## Refereneces
* [https://github.com/experiencor/keras-yolo2](https://github.com/experiencor/keras-yolo2)
* [https://www.kaggle.com/c/global-wheat-detection/](https://www.kaggle.com/c/global-wheat-detection/)
* [https://pjreddie.com/darknet/yolov2/](https://pjreddie.com/darknet/yolov2/)

repository: MLDLCo/Global-wheat-detection

repo_name: MLDLCo/Global-wheat-detection


text:
# Contributing to Transformania Time

Thank you for your interest in making Transformania Time better!

## Spells and curses
[Spells]((https://www.transformaniatime.com/contribution/contributespell/-1)) and
[curses](https://www.transformaniatime.com/contribution/contributeeffect/-1) may
be contributed on the website.

## Quests
[Quest writing](https://www.transformaniatime.com/questwriter) requires special
permissions on your TT account, please [contact us on Discord](https://discord.gg/z66CYzX)
or [ask a question](https://www.transformaniatime.com/report/question) on the website
if you would like to become a quest writer. This permission is reserved for those
with accounts in good standing and who have had other content accepted into the game.

## Tomes and Jewdewfae encounters
If you would like to submit writing for a spell tome or Jewdewfae encounter,
please [contact us on Discord](https://discord.gg/z66CYzX) or
[ask a question](https://www.transformaniatime.com/report/question) on the website
and it will be considered for addition to the game.

## Code submission
The [project readme](https://gitlab.com/transformania/tt-game) has documentation
on getting your development environment set up. We accept merge requests but do
ask that you search the [issue tracker](https://gitlab.com/transformania/tt-game/-/issues)
and create an issue if there isn't one already, unless you're submitting a trivial
fix that does not impact game balance.

## Contacting us
Transformania Time has an [active Discord](https://discord.gg/z66CYzX) which the
developers and many users frequent. This is the best way to contact us with any
questions or comments about the game, the merge request process, or any other
questions you may have.

repository: transformania/tt-game

gha_language: TSQL

repo_name: transformania/tt-game


text:
# TextField Component

> A component for generating a form field that is dedicated to textual data. In "multiline" mode,
> a `<textarea>` is used instead of the normal `<input type="text">`.

## Examples

```html
<TextField name="name" label="Full Name" />
<TextField name="bio" label="Bio" multiline />
```

## Attributes

These attributes are applied directly to the `<input>`/`<textarea>` and are used by it directly.
These are standard HTML attributes, so refer to official documentation there:

 * `disabled`
 * `name`
 * `placeholder`
 * `readonly`
 * `size`
 * `value`

### autofocus

Since `autofocus` is used by the browser to focus a field onload, it doesn't
really work the same in the context of something like deku. Thus, this prop
uses `afterMount` to manually focus the input after being added to the DOM.

### multiline

When this attribute is set, the control will be a `<textarea>`. (by default, a plain `<input>`
is used)

### controlClass

Adds additional class names to the input/textarea element. This supports any inputs that
the [classnames](https://www.npmjs.com/package/classnames) module supports.

### Validation

These attributes are applied directly to the `<input>`/`<textare>` and are used for validation.
These are standard HTML5 attributes, so refer to official documentation there:

 * `maxlength`
 * `minlength`
 * `pattern` *(not supported by multiline)*
 * `required`

### validate

When this flag is set, validation messages will be displayed after every input/change event.
By default, this will not start happening until the first `invalid` event is fired, which
usually comes from a form submission attempt.

### error

When doing some advanced asynchronous validation, you can use this prop to set that custom
message. Doing so will preempt any native validation. (but it will continue to prevent the
form from being submitted)

### validationMessage(validity, el)

This method is used for customizing the validation/error message. `validity` is a
[`ValidityState`](https://developer.mozilla.org/en-US/docs/Web/API/ValidityState) object. This
can be used to generate a custom message without needing to re-implement validation that is
already supported in HTML5.

```js
function validationMessage(validity, el) {
  if (validity.valueMissing) return 'Please enter your email address.';
  if (validity.typeMismatch) return 'Please enter a valid email address.';
  return el.validationMessage; // it's a good idea to fall back on this value
}
```

Check out the main README for more information about form validation.

### Field

These attributes are used directly by the [`Field`](../field) component:

 * `class`
 * `hint`
 * `id`
 * `label`
 * `description`
 * `hintClass`
 * `labelClass`
 * `descriptionClass`
 * `errorClass`

### Events

These events are triggered by the `<input>` directly. These are standard HTML events,
so refer to official documentation there:

 * `onBlur(e)`
 * `onChange(e)`
 * `onFocus(e)`
 * `onInput(e)`

## CSS Hooks

| Class | Description |
| ----- | ------- |
| `TextField` | Applied to the container `<div>`. |

Check the [`Field`](../field) component for additional hooks.

repository: dominicbarnes/deku-forms

repo_name: dominicbarnes/deku-forms


text:
# BaseConversion
This repository is more of a test of my skills rather then something practical to use. This shows of my understanding of conversion to hexadecimal or other bases, however this algorithm does not work with all bases. This only will work when base is based on a binary logic, such as hexadecimal. Every four bits represents a character, and thus has 16 different characters (2 ^ 4 = 16). Bases like base10 or base9 do not rely on the binary and thus is not compatible with the main algorithm, however, one can easily override the encode and decode code to achieve this.

To elaborate more on this system, let's take hexadecimal once more. For starters, we are a first going to represent a base10 number, convert it to binary and then convert it finally to hexadecimal.

So the as decimal number we take ```42```, no particular reason to pick that number. In binary we can represent ```42``` like so ```101010``` (```2^5 + 2^1```). Now we have to convert this binary data to hexadecimal, but like I said before hexadecimal has 4-bit characters, so we have to make a our binary number to 8 bits: ```0010 1010```. Each nibble (4 bits) represents 1 character, take a look at the conversion table:

| Base 10 number | Hexadecimal character |
| -------------- | --------------------- |
| 0 | 0 |
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
| 6 | 6 |
| 7 | 7 |
| 8 | 8 |
| 9 | 9 |
| 10 | A |
| 11 | B |
| 12 | C |
| 13 | D |
| 14 | E |
| 15 | F |

Now if we look at our nibbles again, we convert them to our base10 decimal and then we can convert them to a hexadecimal number, like so:

| Base  |  Nibble 1  | Nibble 2   |
| ----- | ---------- | ---------- |
| Binary | 0010 | 1010 |
| Decimal| 2 | 10 |
| Hexadecimal| 2 | A |

Now we know the hexadecimal representation of each nibble, we can say that base10 number ```42``` is in hexadecimal (base16) ```0x2A```. This ```0x``` is just for visualization, it is a prefix to make clear that it is hexadecimal.

Now if we want to do this with code, we can create a ```Base``` object via the following code:
```
final Base base16 = BaseFactory.create(16, "0123456789ABCDEF".toCharArray(), "0x")
```
This just creates the object without saving it in memory, when you want to save it into memory you can simply call ```BaseFactory.getBase(16, "0123456789ABCDEF".toCharArray(), "0x")``` which will try to pull it from the memory or create it when it is not loaded yet. When it is loaded (which you can check with ```BaseFactory.gotBase(16)```) you can simply get it by calling ```BaseFactory.getBase(16)```.

Note that the character array is in order of the hexadecimal value, when you reverse that order, the hexadecimal number will be reversed as well; those characters doesn't matter for the algorithm as long as the array is the same size as the base.

For further information on the classes, please refer to the source code where the documentation is.

repository: EngineerCoding/BaseConversion

repo_name: EngineerCoding/BaseConversion