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@henriqueclaranhan
henriqueclaranhan / passeidireto.js
Created February 29, 2024 14:31
Passei Direto
document.querySelectorAll(".BannerSelector_banner-container__lwUxw").forEach(element => {
element.remove();
});
document.querySelectorAll("*").forEach(element => {
const clonedElement = element.cloneNode(true);
element.parentNode.replaceChild(clonedElement, element);
});
document.querySelectorAll("*").forEach(element => {
@egorsmkv
egorsmkv / metrials-go.md
Last active April 20, 2024 12:43
Материалы по Go (golang): мануалы, статьи, книги и ссылки на сообщества

Материалы по Go (golang)

На русском языке

Мануалы и туториалы

  • [Введение в программирование на Go][1]
  • [Маленькая книга о Go][3]
  • [Эффективный Go][2]
  • Есть еще [Краткий пересказ Effective Go на русском языке][4], но 2009 года
@rxaviers
rxaviers / gist:7360908
Last active April 20, 2024 12:43
Complete list of github markdown emoji markup

People

:bowtie: :bowtie: 😄 :smile: 😆 :laughing:
😊 :blush: 😃 :smiley: ☺️ :relaxed:
😏 :smirk: 😍 :heart_eyes: 😘 :kissing_heart:
😚 :kissing_closed_eyes: 😳 :flushed: 😌 :relieved:
😆 :satisfied: 😁 :grin: 😉 :wink:
😜 :stuck_out_tongue_winking_eye: 😝 :stuck_out_tongue_closed_eyes: 😀 :grinning:
😗 :kissing: 😙 :kissing_smiling_eyes: 😛 :stuck_out_tongue:
@lalkmim
lalkmim / codility_solutions.txt
Last active April 20, 2024 12:37
Codility Solutions in JavaScript
Lesson 1 - Iterations
- BinaryGap - https://codility.com/demo/results/trainingU2FQPQ-7Y4/
Lesson 2 - Arrays
- OddOccurrencesInArray - https://codility.com/demo/results/trainingFN5RVT-XQ4/
- CyclicRotation - https://codility.com/demo/results/trainingSH2W5R-RP5/
Lesson 3 - Time Complexity
- FrogJmp - https://codility.com/demo/results/training6KKWUD-BXJ/
- PermMissingElem - https://codility.com/demo/results/training58W4YJ-VHA/
#!/usr/bin/env python3
from struct import unpack
from bcc import BPF
from socket import if_indextoname
C_BPF_KPROBE = """
#include <net/sock.h>
@jeffochoa
jeffochoa / Response.php
Last active April 20, 2024 12:35
Laravel HTTP status code
<?php
// This can be found in the Symfony\Component\HttpFoundation\Response class
const HTTP_CONTINUE = 100;
const HTTP_SWITCHING_PROTOCOLS = 101;
const HTTP_PROCESSING = 102; // RFC2518
const HTTP_OK = 200;
const HTTP_CREATED = 201;
const HTTP_ACCEPTED = 202;
@ishitcno1
ishitcno1 / MainActivity.java
Last active April 20, 2024 12:34
multiple row radio button in android.
package com.edinstudio.app.samples.multiplerowradiobuttons;
import android.os.Bundle;
import android.support.v7.app.ActionBarActivity;
import android.view.View;
import android.widget.RadioGroup;
import android.widget.Toast;
public class MainActivity extends ActionBarActivity {
@stanruss
stanruss / git установка
Last active April 20, 2024 12:32
Все команды GIT
echo "# название" >> README.md
git init
git add README.md
git commit -m "first commit"
git remote add origin https://github.com/stanruss/название.git
git push -u origin master
git log --oneline - посмотреть все коммиты.
git checkout . - восстановить все.
git checkout "код коммита" - вернуть до состояния этого коммита.
@skyzyx
skyzyx / homebrew-gnubin.md
Last active April 20, 2024 12:30
Using GNU command line tools in macOS instead of FreeBSD tools

macOS is a Unix, and not built on Linux.

I think most of us realize that macOS isn't a Linux OS, but what that also means is that instead of shipping with the GNU flavor of command line tools, it ships with the FreeBSD flavor. As such, writing shell scripts which can work across both platforms can sometimes be challenging.

Homebrew

Homebrew can be used to install the GNU versions of tools onto your Mac, but they are all prefixed with "g" by default.

All commands have been installed with the prefix "g". If you need to use these commands with their normal names, you can add a "gnubin" directory to your PATH from your bashrc.

@yasirkula
yasirkula / SlicedFilledImage.cs
Last active April 20, 2024 12:29
Combining UI Image's Sliced+Filled features together in Unity
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if UNITY_2017_4 || UNITY_2018_2_OR_NEWER
using UnityEngine.U2D;
#endif
using Sprites = UnityEngine.Sprites;
#if UNITY_EDITOR