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A. Intro | |
1.Go over associations and specifically explain the motivation for using a has and belongs to many association | |
B. Body | |
1. Create two models | |
2. Create the associations in each respective model file |
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<%#= NEED TO Namespace potential user params %> | |
<%= form_tag send_invite_path, :method => "post" do %> | |
<%= label_tag :email, "Email" %> | |
<%= text_field_tag :email %> | |
<%= label_tag :first_name, "First Name" %> | |
<%= text_field_tag :first_name %> | |
<%= label_tag :last_name, "Last Name" %> | |
<%= text_field_tag :last_name %> |
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<h1>DRY Your Code With Nesting and Variables</h1> | |
<article id="firstPanel" class="panel"> | |
<h3>Panel 1</h3> | |
<div class="block"></div> | |
</article><!-- | |
--><article id="secondPanel" class="panel"> | |
<h3>Panel 2</h3> | |
<div class="block"></div> | |
</article><!-- |
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<h1>Write Less With 'mixins'</h1> | |
<div id="container"> | |
<div></div> | |
<div></div> | |
<div></div> | |
</div> |
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<h1>Implement Inheritance Using '@extend'</h1> | |
<span class="message success">Success</span> | |
<span class="message error">Error</span> | |
<span class="message warning">Warning</span> |
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<h1>Use Math Operators Anywhere!</h1> | |
<div class="row"> | |
<div class="column grid_12"><p>12</p></div> | |
</div> | |
<div class="row"> | |
<div class="column grid_6"><p>6</p></div> | |
<div class="column grid_6"><p>6</p></div> | |
</div> |
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<div> | |
<p><span>S</span>yntactically</p> | |
<p><span>A</span>wesome</p> | |
<p><span>S</span>tyle</p> | |
<p><span>S</span>heets</p> | |
</div> |
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;;;; Hydra for quickly switching among the 8 most recent buffers | |
;;;; by using the home row keys. | |
;; This is the command that toggles the hydra. | |
;; Change the keybinding if you like | |
(global-set-key (kbd "C-c j") 'hydra-bswitch/body) | |
(defvar bswitch-map (list 1 "a" | |
2 "s" | |
3 "d" |
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class BlinkManager { | |
constructor(displayObj, changeFunc1, changeFunc2, changeFuncEnd, rate, duration){ | |
this.displayObj = displayObj; | |
this.changeFuncEnd = changeFuncEnd; | |
this.duration = duration; | |
this.rate = rate; | |
this.blinkCount = 0; | |
this.totalCount = 0; | |
this.last = changeFunc2; | |
this.next = changeFunc1; |
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#config_version=5 | |
# This mode detects collisions on our joystick target. It emits these | |
# 5 events for each of the different collisions that can occur: | |
# joystick_left_hit | |
# joystick_diagonal_left_hit | |
# joystick_up_hit | |
# joystick_diagonal_right_hit | |
# joystick_right_hit |
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