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=Navigating= | |
visit('/projects') | |
visit(post_comments_path(post)) | |
=Clicking links and buttons= | |
click_link('id-of-link') | |
click_link('Link Text') | |
click_button('Save') | |
click('Link Text') # Click either a link or a button | |
click('Button Value') |
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# This is a template .gitignore file for git-managed WordPress projects. | |
# | |
# Fact: you don't want WordPress core files, or your server-specific | |
# configuration files etc., in your project's repository. You just don't. | |
# | |
# Solution: stick this file up your repository root (which it assumes is | |
# also the WordPress root directory) and add exceptions for any plugins, | |
# themes, and other directories that should be under version control. | |
# | |
# See the comments below for more info on how to add exceptions for your |
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--[[ | |
ProFi v1.3, by Luke Perkin 2012. MIT Licence http://www.opensource.org/licenses/mit-license.php. | |
Example: | |
ProFi = require 'ProFi' | |
ProFi:start() | |
some_function() | |
another_function() | |
coroutine.resume( some_coroutine ) | |
ProFi:stop() |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class EditorWindowExample : EditorWindow | |
{ | |
List<Node> nodes = new List<Node> (); |
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/** | |
* parallax.js | |
* @author Brad Anderson | |
* @description Tween elements based on the users scroll position or flip a switch when the user gets to a certain point in the page | |
* @requires Nothing | |
* @example | |
* var tween = new parallax.Tween( | |
document.getElementById('pizza'), | |
'left', | |
'0px', |
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docker ps | awk {' print $1 '} | tail -n+2 > tmp.txt; for line in $(cat tmp.txt); do docker kill $line; done; rm tmp.txt |
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/* | |
CoroutineTests.cs -- Shane Celis | |
I was curious about how one could manually drive Unity's coroutines | |
without necessarily putting them into Unity's scheduler. At the | |
heart of it, it's really easy to manually drive them: | |
// Get the coroutine. | |
IEnumerator ienum = MyCoroutine(); | |
// Run it until it yields. |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class BezierCurveScript : MonoBehaviour { | |
public class BezierPath | |
{ | |
public List<Vector3> pathPoints; | |
private int segments; |
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## Unity ## | |
*.cs diff=csharp text | |
*.cginc text | |
*.shader text | |
*.mat merge=unityyamlmerge eol=lf | |
*.anim merge=unityyamlmerge eol=lf | |
*.unity merge=unityyamlmerge eol=lf | |
*.prefab merge=unityyamlmerge eol=lf |
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using UnityEngine; | |
using UnityEngine.UI; | |
public class ManifestInfoText : MonoBehaviour | |
{ | |
[System.Serializable] | |
public class UnityCloudBuildManifestData | |
{ | |
public string scmCommitId; |
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