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exec > /tmp/${PROJECT_NAME}_archive.log 2>&1
UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal
if [ "true" == ${ALREADYINVOKED:-false} ]
then
echo "RECURSION: Detected, stopping"
else
export ALREADYINVOKED="true"
import UIKit
import PlaygroundSupport
// https://gist.github.com/erica/6f13f3043a330359c035e7660f3fe7f5
// Original Video: https://www.youtube.com/watch?v=TTmWUSgNOHk
// Video: https://www.youtube.com/watch?v=hmAB3WJOQTU
// Video: https://www.youtube.com/watch?v=DWtavuvmKdw (with zoom and fade)
// String to animate and its attributes
var string = "Hello, playground"
let attributes: [String: Any] = [
@lattner
lattner / async_swift_proposal.md
Last active October 30, 2025 15:46 — forked from oleganza/async_swift_proposal.md
Concrete proposal for async semantics in Swift

Async/Await for Swift

Introduction

Modern Cocoa development involves a lot of asynchronous programming using closures and completion handlers, but these APIs are hard to use. This gets particularly problematic when many asynchronous operations are used, error handling is required, or control flow between asynchronous calls gets complicated. This proposal describes a language extension to make this a lot more natural and less error prone.

This paper introduces a first class Coroutine model to Swift. Functions can opt into to being async, allowing the programmer to compose complex logic involving asynchronous operations, leaving the compiler in charge of producing the necessary closures and state machines to implement that logic.

@kraigspear
kraigspear / NEHotspotConfigurationManager.swift
Created October 11, 2017 09:19
Connect to a WIFI hotspot programmatically in iOS 11
//
// ViewController.swift
// NetworkTest
//
// Created by Kraig Spear on 10/10/17.
// Copyright © 2017 spearware. All rights reserved.
//
import UIKit
import NetworkExtension
// without turtle drawing a hexagon is math heavy and not trivial to modify
let numberOfSides: CGFloat = 6
let radiusOuterCircle: CGFloat = bounds.width
let sideLength = radiusOuterCircle / 2
let theta = (CGFloat.pi * 2) / numberOfSides
let centerX = sideLength / 2
let centerY = sideLength / 2
let initialPoint = CGPoint(x: radiusOuterCircle * cos(2 * CGFloat.pi * 0/numberOfSides + theta) + centerX, y: radiusOuterCircle * sin(2 * CGFloat.pi * 0/numberOfSides + theta) + centerY)