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@markerikson
markerikson / react-controlled-inputs.md
Last active June 15, 2021 12:50
React "controlled" vs "uncontrolled" inputs explanation

[12:03 AM] acemarke: "controlled" and "uncontrolled" inputs
[12:04 AM] acemarke: if I have a plain, normal HTML page, and I put <input id="myTextbox" type="text" /> in my page(edited)
[12:04 AM] acemarke: and I start typing into that textbox
[12:04 AM] acemarke: it remembers what I've typed. The browser stores the current value for that input
[12:05 AM] acemarke: and then sometime later, I can get the actual element, say, const input = document.getElementById("myTextbox"), and I can ask it for its value: const currentText = input.value;
[12:05 AM] acemarke: good so far?
[12:08 AM] acemarke: I'll keep going, and let me know if you have questions
[12:08 AM] lozio: ok, actually I'm reading
[12:09 AM] lozio: good
[12:09 AM] acemarke: so, a normal HTML input field effectively stores its own value at all times, and you can get the element and ask for its value

My Elixir Deployment Wishlist

Foreward

Based on my recent experience of deployment, I've become rather frustrated with the deployment tooling in Elixir. This document is the result of me thinking to myself, "I wish we had x...". This document isn't meant to dishearten anyone who has built tooling for elixir - thank you so much for what you've done. This is meant more as what I personally see as something that would help a lot of Erlang/Elixir newbies like myself to be able to get deploying quickly and efficiently.

1. Release files should be templates

It should be possible to add in custom configuration to the bootstrap scripts. This would allow plugins to be able to add extra steps to the startup / shutdown / upgrade procedure. One way to implement this would be to make all scripts which handle bootstrapping or controlling the machine [.eex][1] templates. This would allow other parts of the release system to inject new functionality where needed.

@Jawnnypoo
Jawnnypoo / BuildScript.cs
Last active December 5, 2023 12:54
Typical Buildscript for Unity on Jenkins. Run with command line args "-quit -batchmode -projectPath ${WORKSPACE} -executeMethod BuildScript.PerformAndroidBuild -logfile /dev/stdout"
using UnityEditor;
using System;
using System.Collections.Generic;
class BuildScript {
static string[] SCENES = FindEnabledEditorScenes();
static string APP_NAME = "AngryBots";
static string TARGET_DIR = "target";
@ohanhi
ohanhi / frp.md
Last active May 6, 2024 05:17
Learning FP the hard way: Experiences on the Elm language

Learning FP the hard way: Experiences on the Elm language

by Ossi Hanhinen, @ohanhi

with the support of Futurice 💚.

Licensed under CC BY 4.0.

Editorial note

@xmlking
xmlking / Enum.es6.js
Last active June 25, 2019 18:09
JavaScript Enums with ES6, Type Checking and Immutability
export class EnumSymbol {
sym = Symbol.for(name);
value: number;
description: string;
constructor(name: string, {value, description}) {
if(!Object.is(value, undefined)) this.value = value;
if(description) this.description = description;
@staltz
staltz / introrx.md
Last active June 29, 2024 15:58
The introduction to Reactive Programming you've been missing
@border
border / mgoExample.go
Created August 27, 2012 15:33
mgo example
package main
import (
"fmt"
"labix.org/v2/mgo"
"labix.org/v2/mgo/bson"
"time"
)
type Person struct {
@artero
artero / launch_sublime_from_terminal.markdown
Last active May 15, 2024 03:38 — forked from olivierlacan/launch_sublime_from_terminal.markdown
Launch Sublime Text 2 from the Mac OS X Terminal

Launch Sublime Text 2 from the Mac OS X Terminal

Sublime Text 2 ships with a CLI called subl (why not "sublime", go figure). This utility is hidden in the following folder (assuming you installed Sublime in /Applications like normal folk. If this following line opens Sublime Text for you, then bingo, you're ready.

open /Applications/Sublime\ Text\ 2.app/Contents/SharedSupport/bin/subl

You can find more (official) details about subl here: http://www.sublimetext.com/docs/2/osx_command_line.html

Installation