See how a minor change to your commit message style can make a difference.
Tip
Have a look at git-conventional-commits , a CLI util to ensure these conventions and generate verion and changelogs
#!/bin/bash | |
# check_warranty.sh | |
# | |
# This script tries to get warranty information for Apple product | |
# | |
# This script has not been tested with all Apple devices, only with Mac computers and some iPhone models | |
# | |
# Script accepts a valid serial as argument $1 | |
# If argument $1 is not provided then the serial of current computer is used |
See how a minor change to your commit message style can make a difference.
Tip
Have a look at git-conventional-commits , a CLI util to ensure these conventions and generate verion and changelogs
This focuses on generating the certificates for loading local virtual hosts hosted on your computer, for development only.
Do not use self-signed certificates in production ! For online certificates, use Let's Encrypt instead (tutorial).
Programming languages often require modules for full operation, yet many of the necessary modules have not been implemented by default. When programmers refer to "batteries" they often refer to the inclusion of a diverse range of modules in default installations of various programming languages, yet many more modules may remain undiscovered in default installations.
In various programming languages, useful information is best provided through the implementation of modules. With modules, one may not necessary be forced to write code that may be impossible to write without the applicable modules. For instance, on a default Python interpreter, one may not access the file system until the os
module is imported. A large portion of system information remains undiscovered until the sys
module is imported. And for graphical design, modules like tkinter
or wxPython
are often necessary with the Python interpreters.
Depending on the program
This is intended to answer a question Casey Muratori had on twitter about why would anyone choose Unity over Unreal. The short answer is, I have no clue. Well, I kinda do know why you WOULDN'T choose it, so maybe I'll tackle it that way, pros/cons. Read on.
There's a few pros I could think for Unity:
Their text-based asset serialization which makes collobration work and resolving conflicts much easier. Unreal's assets are all binary and it's really built well for Perforce, if you're more than a handful of people working together not using Perforce (e.g. git) you'll have a less of an idea time.
Their undo/redo system I found is a lot more graceful/lightweight than Unreal's. Undoing in Unreal sometimes doesn't work reliably or go back a dozen entries in history, and just reverts back your selection state and is a bit intrusive (not sure if that was imporved in UE5)
Their animation editor (for me as a non-animator) I found was friendlier and easier to work with
The profiler is nice and very easy to us
#!/usr/bin/env python3 | |
# coding=utf8 | |
# | |
# AUTHOR: Jardel Weyrich <jweyrich at gmail dot com> | |
# | |
from __future__ import print_function | |
import re, sys | |
def parse_alb_log_file(file_path): | |
fields = [ |
export interface ListAllOptions<T> extends Deno.KvListOptions { | |
comparer?(a: Deno.KvEntry<T>, b: Deno.KvEntry<T>): number; | |
} | |
export interface ListEntry<T> extends Deno.KvEntry<T> { | |
readonly cursor: string; | |
} | |
export async function listAll<T>( | |
kv: Deno.Kv, |
import android.content.Context; | |
import android.util.AttributeSet; | |
import android.widget.Spinner; | |
public class CustomSpinner extends Spinner { | |
// private static final String TAG = "CustomSpinner"; | |
private OnSpinnerEventsListener mListener; | |
private boolean mOpenInitiated = false; |
## Unofficial Dockerfile for 3D Gaussian Splatting for Real-Time Radiance Field Rendering | |
## Bernhard Kerbl, Georgios Kopanas, Thomas Leimkühler, George Drettakis | |
## https://repo-sam.inria.fr/fungraph/3d-gaussian-splatting/ | |
# Use the base image with PyTorch and CUDA support | |
FROM pytorch/pytorch:2.0.1-cuda11.7-cudnn8-devel | |
# NOTE: | |
# Building the libraries for this repository requires cuda *DURING BUILD PHASE*, therefore: |
// Unity C# Cheat Sheet | |
// I made these examples for students with prior exerience working with C# and Unity. | |
// Too much? Try Unity's very good tutorials to get up to speed: https://unity3d.com/learn/tutorials/topics/scripting |