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) |
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import org.apache.poi.xwpf.usermodel.PositionInParagraph; | |
import org.apache.poi.xwpf.usermodel.TextSegment; | |
import org.apache.poi.xwpf.usermodel.XWPFParagraph; | |
import org.apache.poi.xwpf.usermodel.XWPFRun; | |
import java.util.List; | |
import java.util.Objects; | |
import java.util.function.Function; | |
/** |
node: Platform built on V8 to build network applications | |
git: Distributed revision control system | |
wget: Internet file retriever | |
yarn: JavaScript package manager | |
python3: Interpreted, interactive, object-oriented programming language | |
coreutils: GNU File, Shell, and Text utilities | |
pkg-config: Manage compile and link flags for libraries | |
chromedriver: Tool for automated testing of webapps across many browsers | |
awscli: Official Amazon AWS command-line interface | |
automake: Tool for generating GNU Standards-compliant Makefiles |
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; |