Quick guide on how to setup git signing. Information is aggregated from following sources:
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import 'dart:ui' as ui; | |
import 'package:flutter/material.dart'; | |
class PixelFade extends StatefulWidget { | |
final String shaderAsset; | |
final Widget? child; | |
final Duration duration; | |
final int width; | |
final int height; |
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import 'package:flutter/widgets.dart'; | |
/// Conditionally wrap a subtree with a parent widget without breaking the code tree. | |
/// | |
/// [condition]: the condition depending on which the subtree [child] is wrapped with the parent. | |
/// [child]: The subtree that should always be build. | |
/// [conditionalBuilder]: builds the parent with the subtree [child]. | |
/// | |
/// ___________ | |
/// Usage: |
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class NewsScreen extends StatefulWidget { | |
@override | |
State<StatefulWidget> createState() => _NewsScreenState(); | |
} | |
class _NewsScreenState extends State<NewsScreen> { | |
final List<String> listItems = []; | |
final List<String> _tabs = <String>[ | |
"Featured", |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
/** | |
* Lessons: | |
* 1. Scripts are mini-programs that operate on a GameObject in your scene. | |
* 2. How to get a component of the GameObject this script is attached to? | |
* 3. How to modify that component over time. | |
* 4. FIX IN CLASS: There is actually a shortcut to get the transform of the GameObject. |
If you are like me you find yourself cloning a repo, making some proposed changes and then deciding to later contributing back using the GitHub Flow convention. Below is a set of instructions I've developed for myself on how to deal with this scenario and an explanation of why it matters based on jagregory's gist.
To follow GitHub flow you should really have created a fork initially as a public representation of the forked repository and the clone that instead. My understanding is that the typical setup would have your local repository pointing to your fork as origin and the original forked repository as upstream so that you can use these keywords in other git commands.
-
Clone some repo (you've probably already done this step).
git clone [email protected]
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using UnityEngine; | |
using System.Collections; | |
public class FlyCamera : MonoBehaviour { | |
/* | |
Writen by Windexglow 11-13-10. Use it, edit it, steal it I don't care. | |
Converted to C# 27-02-13 - no credit wanted. | |
Simple flycam I made, since I couldn't find any others made public. | |
Made simple to use (drag and drop, done) for regular keyboard layout |
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using System; | |
using System.Threading; | |
static class Program { | |
static void Main() { | |
Console.Write("Performing some task... "); | |
using (var progress = new ProgressBar()) { | |
for (int i = 0; i <= 100; i++) { | |
progress.Report((double) i / 100); |