https://www.nintendo.com.hk/data/json/switch_software.json
https://www.nintendo.co.jp/data/software/xml/switch.xml
https://ec.nintendo.com/api/JP/ja/search/sales?count=30&offset=0
// https://forum.unity.com/threads/how-to-import-user-defined-attributes-from-fbx-files.409877/ | |
using UnityEngine; | |
using UnityEditor; | |
using System.IO; | |
class CustomImportProcessor : AssetPostprocessor { | |
void OnPostprocessGameObjectWithUserProperties(GameObject go, string[] names, System.Object[] values) { | |
ModelImporter importer = (ModelImporter)assetImporter; | |
var asset_name = Path.GetFileName(importer.assetPath); | |
Debug.LogFormat("OnPostprocessGameObjectWithUserProperties(go = {0}) asset = {1}", go.name, asset_name); |
require 'googleauth' | |
require 'json' | |
require 'net/http' | |
require 'uri' | |
require 'nokogiri' # to parse the sitemap | |
require 'cgi' | |
SCOPES = ['https://www.googleapis.com/auth/indexing'] | |
ENDPOINT = 'https://indexing.googleapis.com/v3/urlNotifications:publish' | |
JSON_KEY_FILE = 'page-indexing-000000-26ca419af0a4.json' #replace with your json key file |
to check if the server works - https://webrtc.github.io/samples/src/content/peerconnection/trickle-ice | |
stun: | |
stun.l.google.com:19302, | |
stun1.l.google.com:19302, | |
stun2.l.google.com:19302, | |
stun3.l.google.com:19302, | |
stun4.l.google.com:19302, | |
stun.ekiga.net, | |
stun.ideasip.com, |
There is a lot of misleading information out there to solve a very simple problem.
This will allow you to create what would normally be a nfs share between two machines.
There have been many updates to lxc and many ways reported to work, this way worked perfectly for me on the first try
and the directories where writable from both machines.
Containers
Shares:
Friend: I tried looking at static linking in Mac OS X and it seems nearly impossible. Take a look at this http://stackoverflow.com/a/3801032
Me: I have no idea what that
-static
flag does, but I'm pretty sure that's not how you link to a library. Let me RTFM a bit.
Minutes later...
I2A0QUY8VU-eyJsaWNlbnNlSWQiOiJJMkEwUVVZOFZVIiwibGljZW5zZWVOYW1lIjoiVU5JVkVSU0lEQURFIEVTVEFEVUFMIERFIENBTVBJTkFTIiwiYXNzaWduZWVOYW1lIjoiVGFvYmFv77yaSkVU5YWo5a625qG25r+AIOa0u+W3peS9nOWupCAgcmVuIHpodW4gZGlhbiBtaW5n77yBIiwiYXNzaWduZWVFbWFpbCI6IlJvYmJ5X1dlbmlnZXJAb3V0bG9vay5jb20iLCJsaWNlbnNlUmVzdHJpY3Rpb24iOiJGb3IgZWR1Y2F0aW9uYWwgdXNlIG9ubHkiLCJjaGVja0NvbmN1cnJlbnRVc2UiOmZhbHNlLCJwcm9kdWN0cyI6W3siY29kZSI6IkRQTiIsInBhaWRVcFRvIjoiMjAyNC0xMC0xNCIsImV4dGVuZGVkIjpmYWxzZX0seyJjb2RlIjoiREIiLCJwYWlkVXBUbyI6IjIwMjQtMTAtMTQiLCJleHRlbmRlZCI6ZmFsc2V9LHsiY29kZSI6IlBTIiwicGFpZFVwVG8iOiIyMDI0LTEwLTE0IiwiZXh0ZW5kZWQiOmZhbHNlfSx7ImNvZGUiOiJJSSIsInBhaWRVcFRvIjoiMjAyNC0xMC0xNCIsImV4dGVuZGVkIjpmYWxzZX0seyJjb2RlIjoiUlNDIiwicGFpZFVwVG8iOiIyMDI0LTEwLTE0IiwiZXh0ZW5kZWQiOnRydWV9LHsiY29kZSI6IkdPIiwicGFpZFVwVG8iOiIyMDI0LTEwLTE0IiwiZXh0ZW5kZWQiOmZhbHNlfSx7ImNvZGUiOiJETSIsInBhaWRVcFRvIjoiMjAyNC0xMC0xNCIsImV4dGVuZGVkIjpmYWxzZX0seyJjb2RlIjoiUlNGIiwicGFpZFVwVG8iOiIyMDI0LTEwLTE0IiwiZXh0ZW5kZWQiOnRydWV9LHsiY29kZSI6IkRTIiwicGFpZFVwVG8iOiIyMDI0LTEwL |
// | |
// 1. Go to https://www.strava.com/athlete/training | |
// | |
// 2. Open the Chrome developer console | |
// | |
// 3. Paste into the console the code from | |
// https://github.com/eligrey/FileSaver.js/blob/master/src/FileSaver.js | |
// | |
// 4. Paste the two functions below into the console | |
// |
Herein outlines a vision for what a behavioral paradigm for building highly interactive, client-side heavy web applications could look like. It attempts to address problems and challenges with the component paradigm that is commonplace these days. Such challenges include: