| inclusion |
|---|
always |
このリポジトリは、日本のソフトウェア開発初心者向けにスペック駆動型の機能開発を紹介するためのものです。以下の原則に従って対応します:
| static func update(event: Event, context: Context) -> Async<Model> { | |
| async { yield in | |
| switch event { | |
| case .increase: | |
| context.countRepository.increase() | |
| case .increaseAutomatically: | |
| yield(context.countRepository.increaseAutomatically(interval: 2.0, until: context.until) | |
| .flatMap { self.makeModelAsync(context: context) }) | |
| /** | |
| * MacEditorTextView | |
| * Copyright (c) Thiago Holanda 2020-2025 | |
| * https://bsky.app/profile/tholanda.com | |
| * | |
| * (the twitter account is now deleted, please, do not try to reach me there) | |
| * https://twitter.com/tholanda | |
| * | |
| * MIT license |
| { | |
| "hosting": { | |
| "public": "public", | |
| "rewrites": [ | |
| { | |
| "source": "**", | |
| "function": "app" | |
| } | |
| ], | |
| "redirects": [{ |
| #!/usr/bin/env osascript -l JavaScript | |
| /** | |
| * Delete silence from Final Cut Pro timeline using a script. | |
| * Demo: https://imgur.com/a/Zisav | |
| * | |
| * This script accepts an ffmpeg silencedetect log as input. | |
| * | |
| * To setup, have fcp running along with your clip selected. Ensure that the | |
| * timecode will start at zero before running this script. That is, if your clip |
| using UnityEngine; | |
| public class ResettableScriptableObject : ScriptableObject | |
| { | |
| #if UNITY_EDITOR | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] | |
| private static void CallBeforPlayScene() | |
| { | |
| // recently, unity editor will crash | |
| // recommend SaveProject before playing |
| using UnityEngine; | |
| /// <summary> | |
| /// 暗号化PlayerPrefs | |
| /// </summary> | |
| public static class EncryptedPlayerPrefs | |
| { | |
| public static void SaveInt(string key, int value) | |
| { |
I'd like to know wether it's possible to detect a movie being played in the WKWebView?
Additionally I'd like to know the exact URL of the opened stream?
Since the solution(s) to this question required a lot of research and different approaches, I'd like to document it here for others to follow my thoughts. If you're just interested in the final solution, look for some fancy headings.
| Shader "Custom/TransparentShadowCollector" | |
| { | |
| Properties | |
| { | |
| _ShadowIntensity ("Shadow Intensity", Range (0, 1)) = 0.6 | |
| } | |
| SubShader | |
| { |
| //Copyright (c) 2015 Gumpanat Keardkeawfa | |
| //Licensed under the MIT license | |
| using System.IO; | |
| using UnityEngine; | |
| using UnityEditor; | |
| using UnityEditor.Callbacks; | |
| using UnityEditor.iOS.Xcode; | |
| public static class XCodePostProcess |