It is loaded by default by /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist.
If you run
launchctl unload -w /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist
| import React, { useState, useEffect, useCallback, useRef } from 'react'; | |
| /** | |
| * Represents a point in 3D space within the Lorenz system. | |
| */ | |
| interface Point { | |
| x: number; | |
| y: number; | |
| z: number; | |
| } |
| import React, { useState, useEffect, useCallback, useRef } from 'react'; | |
| type ColoredChar = { | |
| char: string; | |
| color: string; | |
| }; | |
| const defaultConfig = { | |
| scale: 0.05, |
It is loaded by default by /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist.
If you run
launchctl unload -w /Library/LaunchAgents/com.adobe.AdobeCreativeCloud.plist
Checks if the remote branch is master, then asks a confirmation. Based on https://gist.github.com/ColCh/9d48693276aac50cac37a9fce23f9bda, but modified to check the remote name instead of local, making it work also for the really dangerous accidents like below:
git push -f origin e09b7418a310114f6aaf495f969c3859095a99af:masterFurther info: https://dev.ghost.org/prevent-master-push/, https://coderwall.com/p/jp7d5q/create-a-global-git-commit-hook, https://git-scm.com/docs/githooks#_pre_push, https://stackoverflow.com/questions/22585091/git-hooks-pre-push-script-does-not-receive-input-via-stdin
| using System; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| namespace Solution | |
| { | |
| class Solution | |
| { | |
| private static Node tree; |
| # See also https://trac.ffmpeg.org/wiki/Encode/AAC | |
| # direct copy | |
| ffmpeg -i input.mkv -c:v copy -c:a copy output.mp4 | |
| # direct copy video, but convert audio to AAC with default variable bit rate | |
| ffmpeg -i input.mkv -c:v copy -c:a aac -strict experimental output.mp4 | |
| # direct copy video, but convert audio to AAC with constant bit rate | |
| ffmpeg -i input.mkv -c:v copy -c:a aac -strict experimental -b:a 320k output.mp4 |
| -- MarI/O by SethBling | |
| -- Feel free to use this code, but please do not redistribute it. | |
| -- Intended for use with the BizHawk emulator and Super Mario World or Super Mario Bros. ROM. | |
| -- For SMW, make sure you have a save state named "DP1.state" at the beginning of a level, | |
| -- and put a copy in both the Lua folder and the root directory of BizHawk. | |
| if gameinfo.getromname() == "Super Mario World (USA)" then | |
| Filename = "DP1.state" | |
| ButtonNames = { | |
| "A", |
| -- MarI/O by SethBling | |
| -- Feel free to use this code, but please do not redistribute it. | |
| -- Intended for use with the BizHawk emulator and Super Mario World or Super Mario Bros. ROM. | |
| if gameinfo.getromname() == "Super Mario World (USA)" then | |
| Filename = "DP1.state" | |
| ButtonNames = { | |
| "A", | |
| "B", | |
| "X", |
| This is free and unencumbered software released into the public domain. | |
| Anyone is free to copy, modify, publish, use, compile, sell, or | |
| distribute this software, either in source code form or as a compiled | |
| binary, for any purpose, commercial or non-commercial, and by any | |
| means. | |
| In jurisdictions that recognize copyright laws, the author or authors | |
| of this software dedicate any and all copyright interest in the | |
| software to the public domain. We make this dedication for the benefit |