See how a minor change to your commit message style can make you a better programmer.
Format: <type>(<scope>): <subject>
<scope>
is optional
import React, { useMemo, useSyncExternalStore } from "react"; | |
import { | |
type SharedArray, | |
type SharedDoc, | |
type SharedMap, | |
type SharedType, | |
type ToJson, | |
type ToJsonDeep, | |
} from "./types.ts"; |
$msiPackageToInstall = "<path to .msi>" | |
# save log from installation to temp file | |
$tmpFile = [System.IO.Path]::GetTempFileName() | |
Start-Process msiexec -ArgumentList "/i $msiPackageToInstall /qn /L*v $tmpFile" -NoNewWindow -Wait |
{0: u'__background__', | |
1: u'person', | |
2: u'bicycle', | |
3: u'car', | |
4: u'motorcycle', | |
5: u'airplane', | |
6: u'bus', | |
7: u'train', | |
8: u'truck', | |
9: u'boat', |
""" | |
This allows to use global variables inside the FastAPI application using async mode. | |
# Usage | |
Just import `g` and then access (set/get) attributes of it: | |
```python | |
from your_project.globals import g |
Color Name | Light Color | Dark Color |
---|---|---|
systemBackground | #FFFFFFFF rgba(1.0, 1.0, 1.0, 1.0) | #000000FF rgba(0.0, 0.0, 0.0, 1.0) |
secondarySystemBackground | #F2F2F7FF rgba(0.95, 0.95, 0.97, 1.0) | #1C1C1EFF rgba(0.11, 0.11, 0.12, 1.0) |
tertiarySystemBackground | #F2F2F7FF rgba(0.95, 0.95, 0.97, 1.0) | #1C1C1EFF rgba(0.11, 0.11, 0.12, 1.0) |
tertiarySystemBackground | #FFFFFFFF rgba(1.0, 1.0, 1.0, 1.0) | #2C2C2EFF rgba(0.17, 0.17, 0.18, 1.0) |
<?php | |
declare(strict_types=1); | |
use pocketmine\math\AxisAlignedBB; | |
use pocketmine\math\Facing; | |
use pocketmine\math\Vector3; | |
use pocketmine\math\VoxelRayTrace; | |
use pocketmine\player\Player; | |
use pocketmine\scheduler\CancelTaskException; |
jQuery(document).ready(function($) { | |
// Start ready block | |
// if ($.fn.datetimepicker) { | |
// $('#incident_date_time').datetimepicker({ | |
// format: 'Y-m-d H:i', | |
// step: 5 | |
// }); | |
// } |
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
国内从 Docker Hub 拉取镜像有时会遇到困难,此时可以配置镜像加速器。Docker 官方和国内很多云服务商都提供了国内加速器服务。
Dockerized 实践 https://github.com/y0ngb1n/dockerized
Ubuntu 16.04+、Debian 8+、CentOS 7+