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:
Magic words:
psql -U postgresSome interesting flags (to see all, use -h or --help depending on your psql version):
-E: will describe the underlaying queries of the \ commands (cool for learning!)-l: psql will list all databases and then exit (useful if the user you connect with doesn't has a default database, like at AWS RDS)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)
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
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](https:
Logging functionality that supports:
std.fmt formatting magicThis simple script will take a picture of a whiteboard and use parts of the ImageMagick library with sane defaults to clean it up tremendously.
The script is here:
#!/bin/bash
convert "$1" -morphology Convolve DoG:15,100,0 -negate -normalize -blur 0x1 -channel RBG -level 60%,91%,0.1 "$2"
| " Don't try to be vi compatible | |
| set nocompatible | |
| " Helps force plugins to load correctly when it is turned back on below | |
| filetype off | |
| " TODO: Load plugins here (pathogen or vundle) | |
| " Turn on syntax highlighting | |
| syntax on |
| #define STB_IMAGE_IMPLEMENTATION | |
| #define STB_IMAGE_WRITE_IMPLEMENTATION | |
| #define STBI_ONLY_PNG | |
| #define STBI_ONLY_JPEG | |
| #define STBI_ONLY_BMP | |
| #define STBI_ONLY_GIF | |
| #include "stb_image.h" | |
| #include "stb_image_write.h" |
| // | |
| // cc glfw-metal-example.m `pkg-config --cflags --libs glfw3` -framework AppKit -framework Metal -framework QuartzCore | |
| // | |
| #define GLFW_INCLUDE_NONE | |
| #define GLFW_EXPOSE_NATIVE_COCOA | |
| #include <GLFW/glfw3.h> | |
| #include <GLFW/glfw3native.h> | |
| #import <Metal/Metal.h> | |
| #import <QuartzCore/CAMetalLayer.h> |
As of August 28th, 2025, Expert LSP has been released: https://github.com/elixir-lang/expert
Although still a work in progress, the plan is for the other three LS implementations to be archived. I may try to come up with a new way to track Expert's featureset, but I would probably contribute that back to Expert as documentation.
As of August 15, 2024, it's been announced that the three projects bein compared here will soon merge! See the official Elixir blog post for more details: https://elixir-lang.org/blog/2024/08/15/welcome-elixir-language-server-team/