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@T1T4N
T1T4N / generate-xcode-compilation-database.md
Last active January 8, 2026 06:07
Generate a JSON Compilation Database from an Xcode project

Introduction

A JSON compilation database is a very handy output format which is parsed and used by many development tools. Unfortunately for us Apple Developers, it is not straightforward to generate one from within Xcode, as it is (probably) not Apple's priority and therefore there is no toggle/switch/setting that can be easily enabled to get this information.

There is however a solution, thanks to Apple using Clang/LLVM as their main toolchain.

Implementation

The standard way to generate this with clang would be to use the -MJ flag and give it a file name that typically corresponds to the input file. Using this flag indirectly through Xcode is hard, given that we're not aware of all the other arguments when a compiler call is executed.

However, there is a second hidden/badly documented LLVM flag: -gen-cdb-fragment-path - it is implemented in terms of -MJ and has the same functionality, but it's argument in contrast is an output directory.

@yorickdowne
yorickdowne / GethBEHAVE.md
Last active January 17, 2025 17:36
Pruning Geth 1.10.x, 1.11.x, 1.12.x

Note: PBSS in Geth >=1.13.0 removes the need to prune manually.


Old content for reference

Overview

Geth (Go-Ethereum) as of July 2022 takes about 650 GiB of space on a fast/snap sync, and then grows by ~ 14 GiB/week with default cache, ~ 8 GiB/week with more cache.

@gjreasoner
gjreasoner / README.md
Last active April 30, 2025 01:11
Expand Ubuntu 20 Proxmox Disk
# Resize the file system in UI, under VM -> Hardware -> Click on the disk to resize, click "Resize disk" button

# Confirm increase in disk space (1TB in my case)
$ lsblk
NAME                      MAJ:MIN RM  SIZE RO TYPE MOUNTPOINT
sda                         8:0    0    1T  0 disk
├─sda1                      8:1    0    1M  0 part
├─sda2                      8:2    0    1G  0 part /boot
└─sda3                      8:3    0    1T  0 part
@Erfan-Ahmadi
Erfan-Ahmadi / rendering_engine.md
Last active January 15, 2026 07:55
Rendering Engine Development

1. What does the Rendering Engine Need?

  • Rendering Engine
    • Support for Multiple Graphics APIs : OpenGL | Vulkan | DirectX12 | DirectX11 | Metal
    • Content Export Pipeline : Create Maya/Max Plugins to export meshes based on Renderers needs. (Assimp Commercial Licence -> Pay)
    • Texture Compression Libraries
    • Material System : Artists Configure shaders, textures, parameters to import in game
    • Game-side Manager of Models/Materials/Lights
    • Good Visibility System (Frustum/Occlusion) (VisibilityBuffers?)
    • Multi-Threded Submission System to reduce cost of submission to GPU
  • Lighting/Shadow Rendering System
@sammchardy
sammchardy / binance-depth-cache-notes.txt
Last active September 25, 2022 10:36
Binance Depth Cache Notes
Ninj0r admin, [Oct 20, 2017, 9:18:55 AM]:
It's a three step process:
1) Start listening to the stream and buffering the messages
2) Get a depth snapshot
3) replay the buffered messages and the live messges.
Depth updates have two variables, u and U
U is the initial updateId, and u is the final updateId. There can be multiple updates "compressed" into a single update that comes out via the web socket stream.
@dergachev
dergachev / GIF-Screencast-OSX.md
Last active March 18, 2026 20:19
OS X Screencast to animated GIF

OS X Screencast to animated GIF

This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.

Screencapture GIF

Instructions

To capture the video (filesize: 19MB), using the free "QuickTime Player" application: