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const {useCallback, useEffect, useReducer, useRef} = require('react');
let effectCapture = null;
exports.useReducerWithEmitEffect = function(reducer, initialArg, init) {
let updateCounter = useRef(0);
let wrappedReducer = useCallback(function(oldWrappedState, action) {
effectCapture = [];
try {
let newState = reducer(oldWrappedState.state, action.action);
import React, { useState, useEffect } from "react";
import "./packages/combobox/styles.css";
import {
Combobox,
ComboboxInput,
ComboboxList,
ComboboxOption,
ComboboxPopup
} from "./packages/combobox/index";
@Rich-Harris
Rich-Harris / what-is-svelte.md
Last active March 27, 2024 06:09
The truth about Svelte

I've been deceiving you all. I had you believe that Svelte was a UI framework — unlike React and Vue etc, because it shifts work out of the client and into the compiler, but a framework nonetheless.

But that's not exactly accurate. In my defense, I didn't realise it myself until very recently. But with Svelte 3 around the corner, it's time to come clean about what Svelte really is.

Svelte is a language.

Specifically, Svelte is an attempt to answer a question that many people have asked, and a few have answered: what would it look like if we had a language for describing reactive user interfaces?

A few projects that have answered this question:

@gaearon
gaearon / prepack-gentle-intro-1.md
Last active May 3, 2024 12:56
A Gentle Introduction to Prepack, Part 1

Note:

When this guide is more complete, the plan is to move it into Prepack documentation.
For now I put it out as a gist to gather initial feedback.

A Gentle Introduction to Prepack (Part 1)

If you're building JavaScript apps, you might already be familiar with some tools that compile JavaScript code to equivalent JavaScript code:

  • Babel lets you use newer JavaScript language features, and outputs equivalent code that targets older JavaScript engines.
@samoshkin
samoshkin / es6-symbol-toprimitive.js
Created January 17, 2018 18:15
ES6 replace default object-to-primitive conversion logic using Symbol.toPrimitive method
class Disk {
constructor(capacity){
this.capacity = capacity;
}
[Symbol.toPrimitive](hint){
switch (hint) {
case 'string':
return 'Capacity: ' + this.capacity + ' bytes';
@timvisee
timvisee / falsehoods-programming-time-list.md
Last active May 6, 2024 20:05
Falsehoods programmers believe about time, in a single list

Falsehoods programmers believe about time

This is a compiled list of falsehoods programmers tend to believe about working with time.

Don't re-invent a date time library yourself. If you think you understand everything about time, you're probably doing it wrong.

Falsehoods

  • There are always 24 hours in a day.
  • February is always 28 days long.
  • Any 24-hour period will always begin and end in the same day (or week, or month).
@noygal
noygal / Windows Subsystem for Linux version 1 and 2 (WSL) - node install guide.md
Last active February 21, 2024 23:17
Installing node via windows subsystem for linux

Windows 10 version 2004 - Installing Node.js on Windows Subsystem for Linux (WSL/WSL2)

UPDATE (Fall 2020): This gist is an updated version to the Windows 10 Fall Creators Update - Installing Node.js on Windows Subsystem for Linux (WSL) guide, I usually just keep here notes, configuration or short guides for personal use, it was nice to know it also helps other ppl, I hope this one too.

Windows updated windows subsystem for linux to version 2, as the F.A.Q stated you can still use WSL version 1 side by side with version 2. I'm not sure about existing WSL machines surviving the upgrade process, but as always backup and 🤞. NOTE: WSL version 1 is not replace/deprecated, and there ar

Generating Procedural Game Worlds with Wave Function Collapse

Wave Function Collapse (WFC) by @exutumno is a new algorithm that can generate procedural patterns from a sample image. It's especially exciting for game designers, letting us draw our ideas instead of hand coding them. We'll take a look at the kinds of output WFC can produce and the meaning of the algorithm's parameters. Then we'll walk through setting up WFC in javascript and the Unity game engine.

sprites

The traditional approach to this sort of output is to hand code algorithms that generate features, and combine them to alter your game map. For example you could sprinkle some trees at random coordinates, draw roads with a brownian motion, and add rooms with a Binary Space Partition. This is powerful but time consuming, and your original vision can someti

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@advanced color base-color "Base color scheme" #4183C4
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Ambiance "Ambiance" <<<EOT