using mocha/chai/sinon for node.js unit-tests? check out my utility: mocha-stirrer to easily reuse test components and mock require dependencies
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module.exports = { | |
config: { | |
// default font size in pixels for all tabs | |
fontSize: 12, | |
// font family with optional fallbacks | |
fontFamily: 'Menlo, "DejaVu Sans Mono", Consolas, "Lucida Console", monospace', | |
// terminal cursor background color and opacity (hex, rgb, hsl, hsv, hwb or cmyk) | |
cursorColor: 'rgba(248,28,229,0.8)', |
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/* http://meyerweb.com/eric/tools/css/reset/ | |
v2.0-modified | 20110126 | |
License: none (public domain) | |
*/ | |
html, body, div, span, applet, object, iframe, | |
h1, h2, h3, h4, h5, h6, p, blockquote, pre, | |
a, abbr, acronym, address, big, cite, code, | |
del, dfn, em, img, ins, kbd, q, s, samp, | |
small, strike, strong, sub, sup, tt, var, |
IE9, IE10, and IE11 don't properly scale SVG files added with img
tags when viewBox
, width
and height
attributes are specified. View this codepen on the different browsers.
Image heights will not scale when the images are inside containers narrower than image widths. This can be resolved in 2 ways.
As per this answer on Stackoverflow, the issue can be resolved by removing just the width
and height
attributes.
https://www.jetbrains.com/webstorm/documentation/WebStorm_ReferenceCard.pdf
File > Settings > Keymap > Visual Studio
Fixes Undo / Redo Keys
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This is a collection of my most used or most useful PHP and JS snippets | |
**Disclaimer, I didn't write most of these - I just curated them over the years** |
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/** | |
* @license | |
* lodash 3.5.0 (Custom Build) <https://lodash.com/> | |
* Build: `lodash modern -o ./lodash.js` | |
* Copyright 2012-2015 The Dojo Foundation <http://dojofoundation.org/> | |
* Based on Underscore.js 1.8.2 <http://underscorejs.org/LICENSE> | |
* Copyright 2009-2015 Jeremy Ashkenas, DocumentCloud and Investigative Reporters & Editors | |
* Available under MIT license <https://lodash.com/license> | |
*/ | |
;(function() { |
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// document.ready | |
document.addEventListener("DOMContentLoaded", function() { | |
// your code | |
}, false); | |
// select div | |
var element = document.querySelector("div"); |
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console.log('Hello, world!') | |
// Common modules | |
var util = require('util'); | |
var events = require('events'); | |
var http = require('http'); | |
var url = require('url'); | |
var fs = require('fs'); | |
var zlib = require('zlib'); |
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
- three.js: JavaScript 3D library
- stack.gl: an open software ecosystem for WebGL, built on top of browserify and npm.
- PixiJS: Super fast HTML 5 2D rendering engine that uses webGL with canvas fallback
- Pex: Pex is a javascript 3d library / engine allowing for seamless development between Plask and WebGL in the browser.
- Babylon.js: a complete JavaScript framework for building 3D games with HTML 5 and WebGL
- Filament: Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGL
- ClayGL: A WebGL graphic library
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