Understand your Mac and iPhone more deeply by tracing the evolution of Mac OS X from prelease to Swift. John Siracusa delivers the details.
You've got two main options:
<your-ticket-prefix> | |
# Subject Line | |
# ====================================================================== | |
# | |
# One line less than 72 characters in length. Generally focused on the | |
# "What" rather than the "Why". | |
# | |
# Format <tag>: <message> | |
# | |
# `tag`: can be either a defined list of tags like "Add", "Remove", |
#! /bin/bash | |
cd / | |
set -eu | |
# find path to liblzma used by sshd | |
path="$(ldd $(which sshd) | grep liblzma | grep -o '/[^ ]*')" | |
# does it even exist? | |
if [ "$path" == "" ] | |
then |
Logging functionality that supports:
std.fmt
formatting magicThis shows how to build a nontrivial program using Zig+Emscripten or C+Emscripten.
In both cases Emscripten is only used as a linker, that is the frontend is either zig
or clang
.
"Nontrivial" here means the program uses interesting Emscripten features:
This is inspired by https://fasterthanli.me/blog/2020/a-half-hour-to-learn-rust/
the command zig run my_code.zig
will compile and immediately run your Zig
program. Each of these cells contains a zig program that you can try to run
(some of them contain compile-time errors that you can comment out to play
with)
// ==UserScript== | |
// @name Slack filter messages by UID | |
// @namespace Slack | |
// @version 0.1 | |
// @description removes messages from unwanted people in slack channels and threads, or replaces them with kittens | |
// @author Octaharon <Alexander Uskov> | |
// @include https://app.slack.com/client/* | |
// @grant none | |
// ==/UserScript== |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
Short write up on using REPL when developing UIs in ClojureScript.
Everyone's standard approach to hot-reloading is to use a tool (Figwheel or shadow-cljs) that reloads changed namespaces automatically. This works really well: you change the code, the tool picks up changed files, compiles namespaces and dependants, notifies REPL client which then pulls in compiled changes, and re-runs a function that re-renders UI.
The other approach is to use ClojureScript's REPL directly and rely only on eval from the editor. This more or less matches Clojure style workflow. This approach might be useful when you don't want tools overhead or hot-reloading becomes slow for you or you just used to this style of interactions. Also changing code doesn't always mean that you want to reload all the changes. On the other hand it is very easy to change a couple of top-level forms and forget to eval one of them.
#include <SDL.h> | |
#include <iostream> | |
#include <sstream> | |
#include <string> | |
#include <algorithm> | |
#include <format> | |
int main(int argc, char* argv[]) | |
{ | |
std::string app_title = "SDL Box Movement Example - Use the arrow keys!"; |