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@knandersen
knandersen / morphagene_ableton.py
Last active May 9, 2025 15:59 — forked from ferrihydrite/morphagene_audacity.py
Allows you to use Ableton projects and exports as reels for the Make Noise Morphagene eurorack module. Since a few people have found the script not working or difficulty getting python to work, I have created a web-based tool: https://knandersen.github.io/morphaweb/
#!/usr/bin/env python2
# -*- coding: utf-8 -*-
"""
USAGE:
morphagene_ableton.py -w <inputwavfile> -l <inputlabels> -o <outputfile>'
Instructions in Ableton:
Insert locators as splice markers in your project (Create > Add Locator)
Export Audio/Video with
Sample Rate: 48000 Hz
@AliSoftware
AliSoftware / Bindings.swift
Last active March 26, 2025 12:10
Re-implementation of @binding and @State (from SwiftUI) myself to better understand it
/*:
This is a concept re-implementation of the @Binding and @State property wrappers from SwiftUI
The only purpose of this code is to implement those wrappers myself
just to understand how they work internally and why they are needed,
⚠️ This is not supposed to be a reference implementation nor cover all
subtleties of the real Binding and State types.
The only purpose of this playground is to show how re-implementing
them myself has helped me understand the whole thing better
@cwalo
cwalo / things_you_should_know.md
Last active June 29, 2020 14:59
Things you should know, but might forget...

Things you should know, but might forget...

This is a curated list of reference material that anyone who develops in the Apple domain will hopefully find helpful. Most items are things I have used and can vouch for.

--

Swift

--

The Swift Programming Language

Swift Forums

@tclementdev
tclementdev / libdispatch-efficiency-tips.md
Last active May 9, 2025 09:50
Making efficient use of the libdispatch (GCD)

libdispatch efficiency tips

The libdispatch is one of the most misused API due to the way it was presented to us when it was introduced and for many years after that, and due to the confusing documentation and API. This page is a compilation of important things to know if you're going to use this library. Many references are available at the end of this document pointing to comments from Apple's very own libdispatch maintainer (Pierre Habouzit).

My take-aways are:

  • You should create very few, long-lived, well-defined queues. These queues should be seen as execution contexts in your program (gui, background work, ...) that benefit from executing in parallel. An important thing to note is that if these queues are all active at once, you will get as many threads running. In most apps, you probably do not need to create more than 3 or 4 queues.

  • Go serial first, and as you find performance bottle necks, measure why, and if concurrency helps, apply with care, always validating under system pressure. Reuse

@shaps80
shaps80 / AVPlayer+Scrubbing.swift
Last active April 29, 2025 23:50
Enables smooth frame-by-frame scrubbing (in both directions) – similar to Apple's applications.
public enum Direction {
case forward
case backward
}
internal var player: AVPlayer?
private var isSeekInProgress = false
private var chaseTime = kCMTimeZero
private var preferredFrameRate: Float = 23.98
//
// 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
@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,

@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)
@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
@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()