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@mattt
mattt / uiappearance-selector.md
Last active February 7, 2025 15:27
A list of methods and properties conforming to `UIAppearance` as of iOS 12 Beta 3

Generate the list yourself:

$ cd /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS*.sdk/System/Library/Frameworks/UIKit.framework/Headers
$ grep UI_APPEARANCE_SELECTOR ./*     | \
  sed 's/NS_AVAILABLE_IOS(.*)//g'     | \
  sed 's/NS_DEPRECATED_IOS(.*)//g'    | \
  sed 's/API_AVAILABLE(.*)//g'        | \
  sed 's/API_UNAVAILABLE(.*)//g'      | \
 sed 's/UI_APPEARANCE_SELECTOR//g' | \
@jadeatucker
jadeatucker / HOWTODMG.md
Last active January 26, 2025 10:10
How to create a "DMG Installer" for Mac OS X

Creating a "DMG installer" for OS X

A DMG Installer is convenient way to provide end-users a simple way to install an application bundle. They are basically a folder with a shortcut to the Applications directory but they can be customized with icons, backgrounds, and layout properties. A DMG file (.dmg) is a Mac OS X Disk Image file and it is used to package files or folders providing compression, encryption, and read-only to the package.

##Creating the DMG file #Disk Utility

@Farfarer
Farfarer / CubemapToEquirectangularWizard.cs
Last active July 2, 2024 06:54
Create dynamic equirectangular maps for Unity. These have the benefit that, as they're flat images, you can sample lower mips to get blurry reflections. The straight cubemap version (detailed here: http://www.farfarer.com/blog/2011/07/25/dynamic-ambient-lighting-in-unity/ ) will give you hard seams when you sample mips from the cubemap. Although…
// Wizard to convert a cubemap to an equirectangular cubemap.
// Put this into an /Editor folder
// Run it from Tools > Cubemap to Equirectangular Map
using UnityEditor;
using UnityEngine;
using System.IO;
class CubemapToEquirectangularWizard : ScriptableWizard {
ACTION
AD_HOC_CODE_SIGNING_ALLOWED
ALTERNATE_GROUP
ALTERNATE_MODE
ALTERNATE_OWNER
ALWAYS_SEARCH_USER_PATHS
ALWAYS_USE_SEPARATE_HEADERMAPS
APPLE_INTERNAL_DEVELOPER_DIR
APPLE_INTERNAL_DIR
APPLE_INTERNAL_DOCUMENTATION_DIR
@tsiege
tsiege / The Technical Interview Cheat Sheet.md
Last active May 7, 2025 05:43
This is my technical interview cheat sheet. Feel free to fork it or do whatever you want with it. PLEASE let me know if there are any errors or if anything crucial is missing. I will add more links soon.

ANNOUNCEMENT

I have moved this over to the Tech Interview Cheat Sheet Repo and has been expanded and even has code challenges you can run and practice against!






\

@Starefossen
Starefossen / remoteDataTableView.swift
Last active January 16, 2023 09:50
Remote JSON Data to tableView in iOS 8.0 (Swift)
import UIKit
import Foundation
import XCPlayground
XCPSetExecutionShouldContinueIndefinitely()
class RemoteAPI {
func getData(completionHandler: ((NSArray!, NSError!) -> Void)!) -> Void {
let url: NSURL = NSURL(string: "http://itunes.apple.com/search?term=Turistforeningen&media=software")
let ses = NSURLSession.sharedSession()
@renaudbedard
renaudbedard / ADSR.cs
Last active August 3, 2023 09:14
ADSR Envelope for Unity
using System;
using System.Collections.Generic;
using UnityEngine;
/* ****************
* Sample Usage *
****************
// prerequisite : put a gameobject with the ADSR script on it in your scene
// this enables the update loop that transparently updates Envelope objects
@avdyushin
avdyushin / Stack.swift
Created February 1, 2016 09:03
Stack data structure via linked lists using Swift enums
indirect enum LinkedList<T> {
case Empty
case Node(value: T, next: LinkedList<T>)
init() { self = .Empty }
}
extension LinkedList {
func cons(x: T) -> LinkedList<T> {
return .Node(value: x, next: self)
@andymatuschak
andymatuschak / States-v3.md
Last active May 1, 2025 11:28
A composable pattern for pure state machines with effects (draft v3)

A composable pattern for pure state machines with effects

State machines are everywhere in interactive systems, but they're rarely defined clearly and explicitly. Given some big blob of code including implicit state machines, which transitions are possible and under what conditions? What effects take place on what transitions?

There are existing design patterns for state machines, but all the patterns I've seen complect side effects with the structure of the state machine itself. Instances of these patterns are difficult to test without mocking, and they end up with more dependencies. Worse, the classic patterns compose poorly: hierarchical state machines are typically not straightforward extensions. The functional programming world has solutions, but they don't transpose neatly enough to be broadly usable in mainstream languages.

Here I present a composable pattern for pure state machiness with effects,

//
// MyMetalWaterfall.swift
// version 0.1.105 (updated for Swift 5)
//
// Demonstrates using a MetalKit compute shader to render a live waterfall RGB bitmap
// into a UIView
//
// This is a single file iOS app
//
// It includes AppDelegate for a minimal demonstration app