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#videodetails { | |
width : 31%; | |
} | |
#video { | |
width : 68.5%; | |
} | |
#videopane { | |
height : 470px; |
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// Create a new bookmark and paste this in. | |
// Any time you want to remove the header, select that bookmark while on the page. | |
javascript:document.getElementById('yt-masthead-container').remove(); |
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"use strict"; | |
/** | |
* This assumes emails.js is something like | |
* modules.export = ["[email protected]", "[email protected]",...]; | |
* | |
* | |
* @param request | |
* @param status | |
*/ | |
exports.generateFakeUserData = function (request, status) { |
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namespace Blah { | |
public class RoundManager { | |
// ... // | |
/// <summary> | |
/// Load up the right round inspector and , activate the appropriate bins and dispensers. | |
/// </summary> | |
protected async void StartRound(RoundStartEvent StartEvent) | |
{ |
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/** | |
* New pattern, pseudo-enum. | |
* Benefits: | |
* - no magic strings! | |
* - possible IDE completion | |
* - easier to track down what values are allowable (explicit list location) | |
* - better self documenting (container naming describes the intent of the field) | |
* - easy to inspect the object and see valid states in dev tools | |
* - possibly better on memory? Need to check references |
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// Copy the below and use it to create a bookmarklet, or paste it into the developer console for the page. | |
// This should be used after the video is playing. | |
(function() { | |
var playerFrame = document.getElementsByTagName("iframe")[0]; | |
console.log("changing size of iframe:", playerFrame); | |
playerFrame.style.width = "100%"; | |
playerFrame.style.height = "100%"; | |
console.log("changing max width of container"); |
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polerin [12:08 PM] | |
Well, lets discuss something. I'm not saying I'm right y'all. Just that I have... opinions. | |
heh | |
OK, so the general subject is this: Immutability/static behavior in OOP | |
As I mentioned in #ideabin, I find it frustrating when objects change state through method calls that don't seem like they should do that. | |
it introduces a lot of variability and potential for unexpected behavior. | |
polerin [12:10 PM] | |
So I feel like there are two general categories of classes/objects in what I'd consider a well structured OO environment. | |
Data containment/manipulation objects, and command/functional objects. |
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Unity.UIElements.Runtime; | |
using UnityEngine.UIElements; | |
using Zenject; | |
using SMG.Common.Exceptions; | |
/// <summary> |
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using System.Collections.Generic; | |
using Zenject; | |
using SMG.EventBus.Interfaces; | |
using SMG.Proximity.Players; | |
namespace SMG.Proximity.GameFlow | |
{ |
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<?php | |
interface IThingy | |
{ | |
function getClassifier() : string; | |
} | |
class DynamicMethodHost | |
{ | |
private string $methodPrefix = "__handle"; |
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