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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' | \
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.
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…
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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!
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Stack data structure via linked lists using Swift enums
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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,
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