The structure of a SwiftUI app uses a lot of Swift syntax to appear simple:
import SwiftUI
@main // <-- Attribute (potentially an attached macro)
struct MyApp: App {| (defmacro =>> | |
| "Makes ->> faster if the first form is a collection, and the last form is `sequence`, `into`, or `reduce`" | |
| ;; adapted from: https://github.com/divs1210/streamer/blob/master/src/streamer/core.clj | |
| [coll & xforms-and-term] | |
| (let [[xforms term] ((juxt butlast last) xforms-and-term)] | |
| (cond | |
| ;; sequence | |
| (or (= term 'sequence) | |
| (and (list? term) | |
| (= (first term) 'sequence))) |
Extra core-like functions for Clojure:
| namespace | popularity | additions |
|---|---|---|
| medley.core | ★ 740 | 44 |
| tupelo.core | ★ 474 | 272 |
| taoensso.encore | ★ 240 | 512 |
| potpuri.core | ★ 63 | 512 |
| /* invert the table, formula bar, cell editor, and navbar | |
| and dim transparency to soften */ | |
| #waffle-grid-container, | |
| #formula-bar-name-box-wrapper, | |
| div[role="navigation"], | |
| .cell-input.editable { | |
| filter: invert(); | |
| opacity: 0.9; | |
| } |
| Super Mario 64 controls | |
| Stationary | |
| Standing | |
| move -> Walking | |
| z -> Crouching | |
| a -> Jumping | |
| b -> Punching | |
| Crouching | |
| z up -> Standing |
Context on naming:
JsonML libraries are ~20 lines of code:
Use both scalar and vector nodes to simplify presentation and clarify computation (by linear algebra).
The weighted edges are replaced by two layers of vector nodes:
Showing a single path to illustrate computation along its edges:
It’s hard to read long articles on a computer. Printing them with beautiful typesetting helps.
This solution converts the whole article (or selected part) to LaTeX, then opens it for printing (or editing) in Overleaf. You need an account there, but no installs.
Images are included in the LaTeX code, but won’t show up until you upload them individually to Overleaf. Look for the \includegraphics commands which are commented out in the code, and refer here for proper insertion.
I spent a lot of time in high school and college (2005-07) modifying the game Halo—a dark art I learned by finding experts willing to teach me.
I first approached David Skotnicki (TocaEdit) to ask how he added a knob to the Field of View in Halo. He taught me how to use TSearch and Cheat Engine to analyze the effects of in-game actions on locations in memory, how to find locations in code which accessed its values, how to reroute the game to use custom code, and how to package the edits into a VB6 app for distribution.
I set out to use this for a bit of vanity—to keep the camera floating behind