(draft; work in progress)
See also:
- Compilers
- Program analysis:
- Dynamic analysis - instrumentation, translation, sanitizers
import SwiftUI | |
import PlaygroundSupport | |
struct Content: View { | |
@State var isExpanded = false | |
@State var wifiEnabled = true | |
@State var spacing: CGFloat = 12 | |
var body: some View { | |
VStack(spacing: self.spacing) { | |
HStack(spacing: self.spacing) { |
(draft; work in progress)
See also:
Here's a list of mildly interesting things about the C language that I learned mostly by consuming Clang's ASTs. Although surprises are getting sparser, I might continue to update this document over time.
There are many more mildly interesting features of C++, but the language is literally known for being weird, whereas C is usually considered smaller and simpler, so this is (almost) only about C.
struct foo {
struct bar {
int x;
The libdispatch is one of the most misused API due to the way it was presented to us when it was introduced and for many years after that, and due to the confusing documentation and API. This page is a compilation of important things to know if you're going to use this library. Many references are available at the end of this document pointing to comments from Apple's very own libdispatch maintainer (Pierre Habouzit).
My take-aways are:
You should create very few, long-lived, well-defined queues. These queues should be seen as execution contexts in your program (gui, background work, ...) that benefit from executing in parallel. An important thing to note is that if these queues are all active at once, you will get as many threads running. In most apps, you probably do not need to create more than 3 or 4 queues.
Go serial first, and as you find performance bottle necks, measure why, and if concurrency helps, apply with care, always validating under system pressure. Reuse
Generalized existentials 😄 In progress!
Resource<T>
, Siesta’s most obvious API design gap✅ $0 ≠ all params
$1
would compile (where it would not if it were $0
)Author: Chris Lattner
Modern Cocoa development involves a lot of asynchronous programming using closures and completion handlers, but these APIs are hard to use. This gets particularly problematic when many asynchronous operations are used, error handling is required, or control flow between asynchronous calls gets complicated. This proposal describes a language extension to make this a lot more natural and less error prone.
This paper introduces a first class Coroutine model to Swift. Functions can opt into to being async, allowing the programmer to compose complex logic involving asynchronous operations, leaving the compiler in charge of producing the necessary closures and state machines to implement that logic.
let array = Array(1...10) | |
array[.startIndex ..< 3] | |
array[.startIndex + 2 ..< .endIndex - 1] |
http://devstreaming.apple.com/videos/wwdc/2014/403xxksrj0qs8c0/403/403_hd_intermediate_swift.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/403xxksrj0qs8c0/403/403_sd_intermediate_swift.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/403xxksrj0qs8c0/403/403_intermediate_swift.pdf?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/419xxli6f60a6bs/419/419_hd_advanced_graphics_and_animation_performance.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/419xxli6f60a6bs/419/419_sd_advanced_graphics_and_animation_performance.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/419xxli6f60a6bs/419/419_advanced_graphics_and_animation_performance.pdf?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/101xx36lr6smzjo/101/101_hd.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/101xx36lr6smzjo/101/101_sd.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2014/236xxwk3fv82sx2/236/236_hd_building_interruptible_and_responsive_interactions.mov?dl=1 | |
http://devstreaming.apple.com/videos/wwdc/2 |