Tutorial by Examples: od

Code source View the output here using System; using System.Diagnostics; using System.IO; using PdfSharp; using PdfSharp.Drawing; using PdfSharp.Pdf; using PdfSharp.Pdf.IO; namespace HelloWorld { /// <summary> /// This sample is the obligatory Hello World program. /// &l...
Remember, all the best practices of typical web architecture still apply. For an excellent overview on the subject, please refer to Michael Nygard's excellent book Release It! Design and Deploy Production-Ready Software. Writing your app in Meteor doesn't absolve you of auditing third party librarie...
The #Const directive is used to define a custom preprocessor constant. These can later be used by #If to control which blocks of code get compiled and executed. #Const DEBUGMODE = 1 #If DEBUGMODE Then Const filepath As String = "C:\Users\UserName\Path\To\File.txt" #Else Cons...
Some teams find that they want to leave console log statements in their code, but not have them display in production. They will override the logging functions if a variable isn't set (possibly an environment variable). Additionally, this may qualify as a security feature in some situations. if (...
For server side debugging, you'll need to use a tool like Node Inspector. Before you get started, check out some of these useful tutorials. HowToNode - Debugging with Node Inspector Strongloop - Debugging Applications Easily Debugging Meteor.js Walkthrough with Screenshots of Using Node Inspecto...
// thecontroller.js $scope.sendVerifyEmail = function() { console.log('Email sent, whaaaaam!'); currentAuth.sendEmailVerification(); } // where currentAuth came from something like this: // routerconfig .... templateUrl: 'bla.html', resolve: { currentAuth:['Auth', functio...
Step 1 GET /authorize?response_type=code&client_id=[APP_KEY]&state=[RANDOM_STRING] &redirect_uri=https%3A%2F%2Fclient%2Eexample%2Ecom%2Fcb &scope=[OPTIONAL_SCOPES] HTTP/1.1 Host: server.example.com Step 2 POST /token HTTP/1.1 Host: server.example.com Content-Type: a...
The normal obj.save() method will use the default database, or if a database router is used, it will use the database as specified in db_for_write. You can override it by using: obj.save(using='other_db') obj.delete(using='other_db') Similarly, for reading: MyModel.objects.using('other_db').al...
Customer Model package org.bookmytickets.model; import org.springframework.data.annotation.Id; public class Customer { @Id private String id; private String firstName; private String lastName; public Customer() {} public Customer(String firstName, String la...
For testing our application, I'm using advance rest client which is chrome extension: So, here is the snapshot for inserting the data:
CSS and JS files should be reside under 'static' directory in the root directory of module (the rest of subdirectory tree under 'static' is an optional convention): static/src/css/your_file.css static/src/js/your_file.js Then add links to these files unsing one of the 3 ways listed in the fol...
Encoding and decoding functions for a variety of Unicode encodings can be found in the Data.Text.Encoding module. ghci> import Data.Text.Encoding ghci> decodeUtf8 (encodeUtf8 "my text") "my text" Note that decodeUtf8 will throw an exception on invalid input. If you wa...
Windows / Linux: Ctrl + P OS X / macOS: Cmd + P Shows what parameters a method and all of its overloads accepts.
To update CocoaPods by simply installing the gem again [sudo] gem install cocoapods Or for a pre-release version [sudo] gem install cocoapods --pre
Modules have four associated keywords to make using them in other modules: alias, import, use, and require. alias will register a module under a different (usually shorter) name: defmodule MyModule do # Will make this module available as `CoolFunctions` alias MyOtherModule.CoolFunctions #...
There are three MonoBehaviour methods that can be made coroutines. Start() OnBecameVisible() OnLevelWasLoaded() This can be used to create, for example, scripts that execute only when the object is visible to a camera. using UnityEngine; using System.Collections; public class RotateObje...
ScriptableObjects are serialized objects that are not bound to scenes or gameobjects as MonoBehaviours are. To put it one way, they are data and methods bound to asset files inside your project. These ScriptableObject assets can be passed to MonoBehaviours or other ScriptableObjects, where their pub...
You create new ScriptableObject instances through ScriptableObject.CreateInstance<T>() T obj = ScriptableObject.CreateInstance<T>(); Where T extends ScriptableObject. Do not create ScriptableObjects by calling their constructors, ie. new ScriptableObject(). Creating ScriptableO...
Extra care should be taken when accessing serialized fields in a ScriptableObject instance. If a field is marked public or serialized through SerializeField, changing its value is permanent. They do not reset when exiting playmode like MonoBehaviours do. This can be useful at times, but it can also...
apologies: since I don't know of a channel for discussing/providing feedback on requests for improvement, I'm going to put my question here. Please feel free to point out a better place for this! @DataTx states that this is "completely unclear, incomplete, or has severe formatting problems&quot...

Page 33 of 110