![Key Mapping](https://github.com/backslash-f/ShockEmu/blob/master/KeyMapping.png)
Or by path:
![Storyboard](Images/xcode-storyboard.png)
/// This code defines an init method for the Binding type. This method accepts three parameters: | |
/// | |
/// An object of any type T | |
/// A key path to a property of type Value on that object | |
/// An optional UndoManager object | |
/// | |
/// The init method sets the Binding value to the value of the property specified by the key path. It also sets the set value of the Binding to a closure that updates the value of the property at the key path and registers an undo operation with the provided UndoManager, if one is given. | |
/// | |
/// This allows the Binding object to be used to access and update the value of the specified property on the provided object, and to register undo operations for those updates with the UndoManager. |
import Foundation | |
import AVFoundation | |
import CoreMedia | |
class Converter { | |
static func configureSampleBuffer(pcmBuffer: AVAudioPCMBuffer) -> CMSampleBuffer? { | |
let audioBufferList = pcmBuffer.mutableAudioBufferList | |
let asbd = pcmBuffer.format.streamDescription | |
var sampleBuffer: CMSampleBuffer? = nil |
// Advanced SwiftUI Transitions | |
// https://swiftui-lab.com | |
// https://swiftui-lab.com/advanced-transitions | |
import SwiftUI | |
struct CrossEffectDemo: View { | |
let animationDuration: Double = 2 | |
let images = ["photo1", "photo2", "photo3", "photo4"] | |
@State private var idx = 0 |
import Darwin.C | |
import Dispatch | |
signal(SIGINT, SIG_IGN) | |
let source = DispatchSource.makeSignalSource(signal: SIGINT, queue: .main) | |
var count = 0 | |
source.setEventHandler { |
import UIKit | |
import AVFoundation | |
var tb = mach_timebase_info() // イニシャライザ | |
mach_timebase_info(&tb) // こっちは関数呼び出し | |
let tsc = mach_absolute_time() | |
let t = Double(tsc) * Double(tb.numer) / Double(tb.denom) / 1000000000.0 | |
let seconds = AVAudioTime.seconds(forHostTime: tsc) | |
let cmtime = CMTime(seconds: seconds, preferredTimescale: 1000000000) |
Worth a read for some more context.
Create the file in the root of the project (where your Package.swift
file lives as well), and use the following contents:
/// Package.xcconfig
// swift-tools-version:4.0 | |
import PackageDescription | |
#if os(Linux) | |
import Glibc | |
#else | |
import Darwin.C | |
#endif | |
enum Enviroment: String { |
// known-good: Xcode 8, Swift 3 | |
import Foundation | |
var standardError = FileHandle.standardError | |
extension FileHandle : TextOutputStream { | |
public func write(_ string: String) { | |
guard let data = string.data(using: .utf8) else { return } |
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,