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Patrick Nikanti Pnikanti

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@diegofcornejo
diegofcornejo / 1. GRAFANA PINO DASHBOARD.md
Last active February 3, 2026 18:42
Grafana Dashboard for Pino HTTP Logs - Express JS example

Pino HTTP Logs Dashboard
This Grafana dashboard utilizes the Loki data source to visualize and analyze logs generated by the Pino logging library. Logs from HTTP requests are captured using the Pino-HTTP plugin and are sent to a Loki instance via the Pino-Loki plugin, enabling real-time monitoring and historical analysis. The dashboard includes graph and table panels to display key metrics such as request status codes, response times, and error rates, making it easy to track application behavior and identify performance issues.

Flow Overview:

  1. Pino: Captures structured logs in a JSON format.
  2. Pino-HTTP: Specifically designed to handle HTTP request/response logging, capturing details such as request method, URL, and status code.
  3. Pino-Loki: Transmits the
@bestknighter
bestknighter / DebugNode.hlsl
Last active June 26, 2025 07:18 — forked from aras-p/DebugNode.hlsl
"Print a value" custom function node code for Unity ShaderGraph, aware of +Inf/-Inf and nan
// This gist can be found at https://gist.github.com/bestknighter/660e6a53cf6a6643618d8531f962be2c
// I modified Aras Pranckevičius's awesome shader code to be able to handle Infinite and Not A Number numbers
// Tested on Unity 2023.1.0a15 with ShaderGraph 15.0.1.
// Quick try at doing a "print value" node for Unity ShaderGraph.
//
// Use with CustomFunction node, with two inputs:
// - Vector1 Value, the value to display,
// - Vector2 UV, the UVs of area to display at.
@TheCherno
TheCherno / Instrumentor.h
Last active January 27, 2026 08:11
Basic Instrumentation Profiler
//
// Basic instrumentation profiler by Cherno
// Usage: include this header file somewhere in your code (eg. precompiled header), and then use like:
//
// Instrumentor::Get().BeginSession("Session Name"); // Begin session
// {
// InstrumentationTimer timer("Profiled Scope Name"); // Place code like this in scopes you'd like to include in profiling
// // Code
// }
@mandarinx
mandarinx / ScrollRectAutoScroll.cs
Created August 22, 2017 11:30 — forked from QubitsDev/ScrollRectAutoScroll.cs
Unity3d ScrollRect Auto-Scroll, Dropdown Use: Places this component in the Template of Dropdown (with the ScrollRect component)
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(ScrollRect))]
public class ScrollRectAutoScroll : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public float scrollSpeed = 10f;
private bool mouseOver = false;
@mandarinx
mandarinx / optimizations.md
Last active July 27, 2025 08:12
Unity3D optimization tips

Unity3D optimization tips

Some code allocates memory when running in the editor and not on the device. This is due to Unity doing some extra error handling so possible error messages can be output in the console. Much of this code is stripped during build. It's therefore important to profile on device, and do it regularly.

Optimizations often makes code more rigid and harder to reason. Don't do it until you really need to.

When profiling, wrap methods or portions of a method in Profiler.BeginSample(string name) and Profiler.EndSample() to make them easier to find in the profiler.

public class SomeClass {
@rochacbruno
rochacbruno / mainpython.md
Last active December 20, 2025 22:09
Use of __main__.py

The use of __main__.py to create executables

myprojectfolder/
    |_ __main__.py
    |_ __init__.py

Being __main__.py:

print("Hello")

@adamawolf
adamawolf / Apple_mobile_device_types.txt
Last active February 6, 2026 02:19
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
@dlo
dlo / Makefile
Last active October 15, 2021 21:14
A really really simple pong clone.
GLEW_INCLUDE = /opt/local/include
GLEW_LIB = /opt/local/lib
pong: pong.o
gcc -o pong $^ -framework GLUT -framework OpenGL -L$(GLEW_LIB) -lGLEW
.c.o:
gcc -c -o $@ $< -I$(GLEW_INCLUDE)
clean: