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.
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#!/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 |
/*: | |
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 |
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.
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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
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 |
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,
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) |
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 | |
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() |