Function | Shortcut |
---|---|
New Tab | ⌘ + T |
Close Tab or Window | ⌘ + W (same as many mac apps) |
Go to Tab | ⌘ + Number Key (ie: ⌘2 is 2nd tab) |
Go to Split Pane by Direction | ⌘ + Option + Arrow Key |
Cycle iTerm Windows | ⌘ + backtick (true of all mac apps and works with desktops/mission control) |
Discover gists
import React, { | |
useEffect, | |
useRef, | |
useState, | |
} from "react"; | |
import { usePlayer } from "@empirica/core/player/classic/react"; | |
import { Loading } from "@empirica/core/player/react"; | |
export function Chat({ | |
scope, |
/* | |
Unity editor script to precisely move, rotate and scale GameObjects on 2D scenes, using the arrow keys. | |
Notes: | |
- To use it just include it on an "Assets/Editor" folder on your project. | |
- The action depends on the selected tool and the size of the movement depends on the Scene view zoom. | |
- The more "zoomed in" is the scene view the smaller is the movement step. | |
- It will work when the current Scene tab is in 2D mode and there is at least one gameObject selected, | |
otherwise the scene camera will move as usual :) |
In this video we come across about 50 online resources for category theory:
I quickly comment on about 20 major ones. I link to the university sites, arXiv sites or Amazon page - most of the mentioned books are online available.
Here's another category theory list on github
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
[System.Serializable] | |
public class SceneObject | |
{ | |
[SerializeField] | |
private string m_SceneName; |
@app.route("/sitemap") | |
@app.route("/sitemap/") | |
@app.route("/sitemap.xml") | |
def sitemap(): | |
""" | |
Route to dynamically generate a sitemap of your website/application. | |
lastmod and priority tags omitted on static pages. | |
lastmod included on dynamic content such as blog posts. | |
""" | |
from flask import make_response, request, render_template |
If you use git on the command-line, you'll eventually find yourself wanting aliases for your most commonly-used commands. It's incredibly useful to be able to explore your repos with only a few keystrokes that eventually get hardcoded into muscle memory.
Some people don't add aliases because they don't want to have to adjust to not having them on a remote server. Personally, I find that having aliases doesn't mean I that forget the underlying commands, and aliases provide such a massive improvement to my workflow that it would be crazy not to have them.
The simplest way to add an alias for a specific git command is to use a standard bash alias.
# .bashrc
import { createStore } from 'vuex'; | |
// My custom modules | |
import exampleModule from './module-template'; | |
import { ExampleStateInterface } from './module-template/state'; | |
export interface StateInterface { | |
// Define your own store structure, using submodules if needed | |
// example: ExampleStateInterface; |
From years of watching master programmers, I have observed certain common patterns in their workflows. From years of coaching skilled journeyman programmers, I have observed the absence of those patterns. I have seen what a difference introducing the patterns can make. Here are ways effective programmers get the most out of their precious 3e9 seconds on the planet. The theme here is scaling your brain. The journeyman learns to solve bigger problems by solving more problems at once. The master learns to solve even bigger problems than that by solving fewer problems at once. Part of the wisdom is subdividing so that integrating the separate solutions will be a smaller problem than just solving them together.
Slicing - Take a big project, cut it into thin slices, and rearrange the slices to suit your context. I can always slice projects finer and I can always find new permutations of the slices that meet different needs