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@spalladino
spalladino / falsehoods-that-ethereum-programmers-believe.md
Last active May 20, 2024 21:04
Falsehoods that Ethereum programmers believe

Falsehoods that Ethereum programmers believe

I recently stumbled upon Falsehoods programmers believe about time zones, which got a good laugh out of me. It reminded me of other great lists of falsehoods, such as about names or time, and made me look for an equivalent for Ethereum. Having found none, here is my humble contribution to this set.

About Gas

Calling estimateGas will return the gas required by my transaction

Calling estimateGas will return the gas that your transaction would require if it were mined now. The current state of the chain may be very different to the state in which your tx will get mined. So when your tx i

@PatrickAlphaC
PatrickAlphaC / getDataPreCoordinator.sol
Created May 10, 2020 20:07
Get data using the precoordinator tool
pragma solidity ^0.6.0;
import "github.com/smartcontractkit/chainlink/evm-contracts/src/v0.6/ChainlinkClient.sol";
// MyContract inherits the ChainlinkClient contract to gain the
// functionality of creating Chainlink requests
contract ChainlinkExample is ChainlinkClient {
// Stores the answer from the Chainlink oracle
uint256 public currentPrice;
address public owner;
@radiatoryang
radiatoryang / SkinnedMeshCombiner.cs
Last active August 9, 2023 04:12
example code for combining SkinnedMeshRenderers at runtime (for optimization reasons usually), which I use in my games for Mixamo Fuse models specifically... PLEASE DON'T ASK ME FOR HELP WITH THIS, this is more for learning purposes, and it's not really an easy-to-use Asset Store thing? also I have a lot of weird hacks specific for my uses... ag…
// this code is under MIT License, by Robert Yang + others (credits in comments)
// a lot of this is based on http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner
// but I removed the atlasing stuff because I don't need it
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@radiatoryang
radiatoryang / SkinnedMeshObjectPreviewExample.cs
Last active October 7, 2022 10:07
An example of a custom ObjectPreview rendering out a SkinnedMesh for Unity Editor C#... I used it for facial expressions and blendshape editing, you might want to use it for something else. I hereby place it under MIT License. Full write-up here: http://www.blog.radiator.debacle.us/2016/06/working-with-custom-objectpreviews-and.html
using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
[CustomPreview(typeof(YourCustomScriptableObject))] // THIS IS VERY IMPORTANT, this is so the editor knows what this is supposed to be previewing at all
public class SkinnedMeshObjectPreviewExample : ObjectPreview {
PreviewRenderUtility m_PreviewUtility;
@jason5ng32
jason5ng32 / surge.conf
Last active August 28, 2024 09:51
Surge Configs ( for 2.x )
[General]
loglevel = notify
skip-proxy = 127.0.0.1, 192.168.0.0/16, 10.0.0.0/8, 172.16.0.0/12, 100.64.0.0/10, localhost, *.local, ::ffff:0:0:0:0/1, ::ffff:128:0:0:0/1
bypass-tun = 192.168.0.0/16, 10.0.0.0/8, 172.16.0.0/12
# dns-server = 119.29.29.29,223.5.5.5,114.114.115.115
# external-controller-access = PASSWORD@0.0.0.0:6155
# ipv6 = true
// REMEMBER TO CHANGE THE external-controller-access' PASSWORD
@adamawolf
adamawolf / Apple_mobile_device_types.txt
Last active September 23, 2024 15:11
List of Apple's mobile device codes types a.k.a. machine ids (e.g. `iPhone1,1`, `Watch1,1`, etc.) and their matching product names
i386 : iPhone Simulator
x86_64 : iPhone Simulator
arm64 : iPhone Simulator
iPhone1,1 : iPhone
iPhone1,2 : iPhone 3G
iPhone2,1 : iPhone 3GS
iPhone3,1 : iPhone 4
iPhone3,2 : iPhone 4 GSM Rev A
iPhone3,3 : iPhone 4 CDMA
iPhone4,1 : iPhone 4S