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Put the awesome redux-devtools in it's own window so it doesn't obscure or be obscured by your application
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This is a bunch of tips for people traveling to Berlin.
Thanks to AJ, Katharine, Magali, for their suggestions/input. And maybe other folks
I forgot!
Also thanks to all the people who told me "I'll be visiting Berlin" until it
pushed me to clean up my notes and
evolve them from a preciously copy-pasted, disorganized stash, to a linkable,
“In what way is JS any more maintainable than CSS? How does writing CSS in JS make it any more maintainable?”
Happy to chat about this. There’s an obvious disclaimer that there’s a cost to css-in-js solutions, but that cost is paid specifically for the benefits it brings; as such it’s useful for some usecases, and not meant as a replacement for all workflows.
(These conversations always get heated on twitter, so please believe that I’m here to converse, not to convince. In return, I promise to listen to you too and change my opinions; I’ve had mad respect for you for years and would consider your feedback a gift. Also, some of the stuff I’m writing might seem obvious to you; I’m not trying to tell you if all people of some of the details, but it might be useful to someone else who bumps into this who doesn’t have context)
So the big deal about css-in-js (cij) is selectors.
more-or-less instant command-line ESM to CJS transform. Copies from src to dist. `cjyes src/*.js`
cjyes
🔍 see jay, yes! 🎉 / 👨🏻💻 see, JS! 👾 / ⚓️ sea JS ⛴
If you're publishing ES Modules, you need to also publish CommonJS versions of those modules.
This isn't to support old browsers or Node versions: even in Node 14, using require() to load a module won't work if it's only available as ESM.
cjyes is the bare minimum fix for this problem. You write ES Modules and fill out a valid package.json, and it'll generate the corresponding CommonJS files pretty much instantly. cjyes takes up 500kb of disk space including its two dependencies.
New keyword mod allows declaration of a sub-module. This allows discovery of modules within a crate as well as providing a single entry point for processing preprocessor directives. Modules follow rust rules such that if a crate is called x which has a sub-module a, the canonical name for the module will be x::a. x::a is added to x's symbol scope. Additional keywords self, super, and crate allow users to refer to modules relative to the current module.
Future work
Allowing declaration of sub module code inline to the parent module
Rust macro that creates a set of shader modules embedded in the code based off of rust/cargo file resolution logic. These would also include the encased shader types in the rust code if no preprocessor directives would influence the result.
Allow modules in the same crate to mutually import symbols from one another. This will require parsing wgsl to generate the headers.
Later: Extension to the language to allow for definition of mo
Lightmap loading example code for Bevy 0.14 - Can't promise it works!
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