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Hi there!
The docker cheat sheet has moved to a Github project under https://github.com/wsargent/docker-cheat-sheet.
Please click on the link above to go to the cheat sheet.
import sys; from PIL import Image; import numpy as np | |
chars = np.asarray(list(' .,:;irsXA253hMHGS#9B&@')) | |
if len(sys.argv) != 4: print( 'Usage: ./asciinator.py image scale factor' ); sys.exit() | |
f, SC, GCF, WCF = sys.argv[1], float(sys.argv[2]), float(sys.argv[3]), 7/4 | |
img = Image.open(f) | |
S = ( round(img.size[0]*SC*WCF), round(img.size[1]*SC) ) | |
img = np.sum( np.asarray( img.resize(S) ), axis=2) |
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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An introduction to working with URLs, JSON, APIs, and open data -- without writing any code.
URL of this document: bit.ly/intro-to-apis
- A laptop, with a working connection to the public Internet.
- A recent version of Firefox or Chrome.
When Swift was first announced, I was gratified to see that one of the (few) philosophies that it shared with Objective-C was that exceptions should not be used for control flow, only for highlighting fatal programming errors at development time.
So it came as a surprise to me when Swift 2 brought (What appeared to be) traditional exception handling to the language.
Similarly surprised were the functional Swift programmers, who had put their faith in the Haskell-style approach to error handling, where every function returns an enum (or monad, if you like) containing either a valid result or an error. This seemed like a natural fit for Swift, so why did Apple instead opt for a solution originally designed for clumsy imperative languages?
I'm going to cover three things in this post:
Since Twitter doesn't have an edit button, it's a suitable host for JavaScript modules.
Source tweet: https://twitter.com/rauchg/status/712799807073419264
const leftPad = await requireFromTwitter('712799807073419264');
""" | |
pybble.py | |
Yup, you can run Python on your Pebble too! Go thank the good folks who | |
made Transcrypt, a dead-simple way to take your Python code and translate | |
it to *very* lean Javascript. In our case, instead of browser, we run it | |
on Pebble using their equally dead-simple Online IDE and Pebble.js library. | |
Here's a working example, it runs on a real Pebble Classic. |
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d