Here's how you could create custom error classes in Node.js using latest ES6 / ES2015 syntax.
I've tried to make it as lean and unobtrusive as possible.
errors/AppError.js
Lazy man's guide: multiple GitHub HTTPS accounts on Windows | |
https://dev.to/configcat/lazy-man-s-guide-multiple-github-https-accounts-on-windows-2mad |
using System; | |
using System.Runtime.CompilerServices; | |
using System.Runtime.ExceptionServices; | |
using System.Threading; | |
namespace Fibers | |
{ | |
public struct AsyncFiberMethodBuilder<T> | |
{ | |
private Fiber<T>? fiber; |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
public static class CornersToAnchorsMenuItems | |
{ | |
// Hotkey: Alt+C | |
[MenuItem("Tools/Corners to Anchors (RectTransform)/Width and Height and Position &c")] |
/******************************************************************************* | |
* Don't Be a Jerk: The Open Source Software License. | |
* Adapted from: https://github.com/evantahler/Dont-be-a-Jerk | |
******************************************************************************* | |
* _I_ am the software author - JohannesMP on Github. | |
* _You_ are the user of this software. You might be a _we_, and that's OK! | |
* | |
* This is free, open source software. I will never charge you to use, | |
* license, or obtain this software. Doing so would make me a jerk. | |
* |
// Originally inspired by David Walsh (https://davidwalsh.name/javascript-debounce-function) | |
// Returns a function, that, as long as it continues to be invoked, will not | |
// be triggered. The function will be called after it stops being called for | |
// `wait` milliseconds. | |
const debounce = (func, wait) => { | |
let timeout; | |
return function executedFunction(...args) { | |
const later = () => { |
// Originally inspired by David Walsh (https://davidwalsh.name/javascript-debounce-function) | |
// Returns a function, that, as long as it continues to be invoked, will not | |
// be triggered. The function will be called after it stops being called for | |
// `wait` milliseconds. | |
const debounce = (func, wait) => { | |
let timeout; | |
// This is the function that is returned and will be executed many times | |
// We spread (...args) to capture any number of parameters we want to pass |
using Microsoft.AspNetCore.Identity; | |
using Microsoft.AspNetCore.Identity.EntityFrameworkCore; | |
using System.Linq; | |
namespace My.App.Data | |
{ | |
public class DbInitializer : IDbInitializer | |
{ | |
private readonly ApplicationDbContext _context; | |
private readonly UserManager<ApplicationUser> _userManager; |
In the Unity editor:
“Visible Meta Files” causes Unity to place .meta
files next to each of your assets. It’s important to check these files into version control because they contain the settings associated with those assets that you set in the Unity editor.
“Asset Serialization: Force Text” causes Unity to write its .meta
and other files in a more-or-less human-readable text format, which makes it a lot easier to understand what has changed when you look at version control logs. Also it’s feasible to merge these text files by hand, whereas it’s not really possible to do that with Unity’s default binary file format.