- Apr 2021
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css-tricks.com css-tricks.com
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css-tricks.com css-tricks.com
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css-tricks.com css-tricks.com
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But floats are still useful and relevant! In fact, we have to use them for the shape-outside property to work.
first sighting: shape-outside
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Now that we’ve gotten newer layout features — again, like grid and flexbox — floats, too, have sort of fallen by the wayside, perhaps either because there are better ways to accomplish what they do
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css-tricks.com css-tricks.com
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This way the text will wrap above the shape even though the div extends to the top.
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shape-outside: inset(100px 100px 100px 100px 10px);
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It might be better to think of it this way: with the shape-outside property we’re changing the relationship of other elements around an element, not the geometry of the element itself.
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trevershick.github.io trevershick.github.io
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The default fill_in method of Capybara is case sensitive. This is apparently due to their use of XPath. Anyhow, this seems to not be very well aligned with the entire idea of DSLs and letting non programmers write tests.
not very well aligned
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After some searching i found a stack overflow problem that didn't fix my issue but anyhow… I simply used a little ruby and the capybara library to find the field myself with some case insensitive regex and the ruby detect method
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stackoverflow.com stackoverflow.com
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It's strange to me that the text returned is in all caps (how it's styled after CSS), but the matcher is actually testing against the text in the unstyled HTML. I spent a while digging through the source code and I still can't figure out why this works.
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developer.mozilla.org developer.mozilla.org
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CSS-generated content is not included in the DOM. Because of this, it will not be represented in the accessibility tree and certain assistive technology/browser combinations will not announce it. If the content conveys information that is critical to understanding the page's purpose, it is better to include it in the main document.
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trailblazer.to trailblazer.to
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A falsey return value from #validate will deviate the flow and go straight to End.fail_fast.
Similar to: How, in Rails, aborting a before_action causes all later ones to be skipped.
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developer.mozilla.org developer.mozilla.org
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inline-block
and inline-flex!
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interactive-examples.mdn.mozilla.net interactive-examples.mdn.mozilla.net
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stackoverflow.com stackoverflow.com
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Also, the img is liquid/fluid, the height of the div/img are unknown, and the width is set to 800px and max-width to 80%.
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stackoverflow.com stackoverflow.com
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vertical-align: -50%;
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www.w3schools.com www.w3schools.com
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www.rdrop.com www.rdrop.com
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Requirement #2 contains an unwarranted assumption. The body needs to flow not around the sidebar, but around the sidebar's position. That may seem like splitting hairs, but it isn't -- because what if there were something floated where we want to put the sidebar? The body would flow around that space. If we could put the sidebar in that same location, we'd have a solution.
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ackehallgren.indiegala.com ackehallgren.indiegala.com
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store.steampowered.com store.steampowered.com
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There has been some Quality-of-Life changes as well, which I really appreciate. For example, the long elevator in level 10 has been replaced with a teleporter. There's been some balance changes as well, but aside from level 10, I haven't checked them out.
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www.smashingmagazine.com www.smashingmagazine.com
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Vitaly Friedman loves beautiful content and doesn’t like to give in easily.
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However, the reason for these problems isn’t the theory itself, but the way the theory is interpreted - by developers and browsers.
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stackoverflow.com stackoverflow.com
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Which HTML tag I should use to enclose such notes to add a semantic meaning of a note that may be useful to read at a given point of a tutorial, but is not part of the main tutorial flow?
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A better description is in the specification itself. Why read secondary remarks when the source is written so good?
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I respectfully disagree with your assessment. You are referencing the quote "It's not appropriate to use the aside element just for parentheticals, since those are part of the main flow of the document." However the OP specifically said that they are looking for a semantic element for "a note that may be useful to read at a given point of a tutorial, but is not part of the main tutorial flow". That is what "aside" is for. It's not part of the main content flow.
That's a tough one. I can see it both ways.
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An admonition is a parenthetical
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<aside> is appropriate if the side note "could be considered separate from the content"
From a programmer's perspective:
- It shouldn't be in an <aside>, if it is actually directly about what is in <main>
- An <aside> should be able to be evaluated on its own, (almost entirely) in isolation from, and not dependent on anything in, the <main> content. This could be especially important/relevant for screen readers.
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<aside> is not appropriate if the side note is "a parenthetical". The W3C gives no examples of what it means.
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In my opinion, the W3C definition is unnecessarily confusing and restrictive. The dictionary definition of aside is "a temporary departure from a main theme or topic", and the spec should just stick to that, rather than introducing subtle distinctions.
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I believe the accepted answer is not quite correct. According to the HTML5 working draft, the <aside> element can be used to mark up side notes in certain, but not all cases:
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Of course, there is no reason why you can't use <aside> for all sidenotes, if it makes your code simpler. Think of it as civil disobedience. :)
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The dictionary definition of aside is "a temporary departure from a main theme or topic"
Tags
- sidenote
- subjective
- respectfully disagree
- I agree
- admonition
- you can do whatever you want
- use what works for you
- why _ when _?
- makes sense to me
- appropriateness
- good question
- I have this question too
- subtle distinction
- civil disobedience
- tangentially related content (aside)
- semantic meaning
- confusing
- HTML: <aside>
- controversial
- clarification
- aside
- prefer primary source over secondary source
- relationship: is a
- unnecessarily restrictive
- definition
- semantic markup
- everyone has different interpretation
- definition/description
- ambiguous
- parenthetical
- open to interpretation
Annotators
URL
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english.stackexchange.com english.stackexchange.com
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I actually think this is Not Constructive, since there's no absolute rule about which pairings can be joined into a single word or hyhenated, and it's pointless having "votes" here about each specific case. Follow a style guide if you have one, or search Google Books and copy whatever the majority do. Or just make your own decision.
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www.thefreedictionary.com www.thefreedictionary.comaside1
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a temporary departure from a main theme or topic; brief digression.
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URL
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www.writedesignonline.com www.writedesignonline.com
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A temporary departure from a main theme or topic, esp. a parenthetical comment or remark; short digression.
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dictionary.cambridge.org dictionary.cambridge.org
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(of a subject or activity) different than the one you are talking about or doing: a tangential issue
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www.yourdictionary.com www.yourdictionary.com
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Tangentially is defined as briefly mentioning a subject but not going into it in detail, or is defined as going off in a different direction.
in the case of
briefly mentioning a subject but not going into it in detail the topic/subject need not be related at all (it sounds like).
What about in the case fo:
is defined as going off in a different direction. Does the fact that it's going off in a different direction imply that it at least starts out connected/related to the original (starting point) subject (as it does in the geometry sense of tangential)? Or does it permit "jumping" to another topic (in another direction) without being related/connected at all??
I don't think I like this definition very much. It doesn't quite fit the sense I'm trying to use it for in my tag:
tangentially related content (aside)
Ah, here's a definition that matches what I thought it meant (one of the senses anyway): https://hyp.is/3Bn2bpZ7Eeu3Ok8vg03AVA/www.merriam-webster.com/dictionary/tangential
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www.merriam-webster.com www.merriam-webster.com
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1a : touching lightly : incidental, peripheral tangential involvement also : of little relevance arguments tangential to the main point
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dictionary.cambridge.org dictionary.cambridge.orgaside2
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The informative asides about rural life make this wine guide rather special.
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a remark or story in a speech or text that is not part of the main subject:
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www.merriam-webster.com www.merriam-webster.com
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He frequently interrupted his narrative with amusing asides.
Aside seems to imply that it is somewhat related, even though not directly related.
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a comment or discussion that does not relate directly to the main subject being discussed : digression
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dictionary.cambridge.org dictionary.cambridge.org
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A parenthetical remark is said in addition to the main part of what you are saying or writing.
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www.merriam-webster.com www.merriam-webster.com
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to expand (something, such as a statement) by the use of detail or illustration or by closer analysis
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www.merriam-webster.com www.merriam-webster.com
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a remark or passage that departs from the theme of a discourse : digression The speaker inserted some often amusing parentheses during his speech.
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an amplifying (see amplify sense 1) or explanatory word, phrase, or sentence inserted in a passage from which it is usually set off by punctuation explained further in a parenthesis
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one or both of the curved marks ( )
strange that it means one or both of them
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www.electronjs.org www.electronjs.org
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code.visualstudio.com code.visualstudio.com
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Show/hide output and metadata differences in the diff editor
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We are continuing an overhaul of our default startup editor in order to provide relevant extension-contributed tips and walkthroughs, intended to make both core VS Code features and extension contributions more approachable to new users.
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We continued improving our support extending the Markdown renderer in Notebooks.
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Limitations: When there are multiple distinct ranges of cells selected, most commands will only be executed against the first range or the focused range. We will continue improving this experience in upcoming releases.
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Now VS Code's generic debugger UI supports all data breakpoint access types defined in the Debug Adapter Protocol as context menu actions in the VARIABLES view: Break on Value Read: breakpoint will be hit every time a variable gets read. Break on Value Change: breakpoint will be hit every time a variable gets changed (this action was previously available). Break on Value Access: breakpoint will be hit every time a variable is read or changed.
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www.dekudeals.com www.dekudeals.com
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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Warning: might be influenced by nostalgiaI'm really happy to have found this little gem on steam :)
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This is the game that introduced me to RTS genre in the 90s though it might be nostalgia speaking but i absolutely adore this game.
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Maybe its a bit of nostalgia, but that can't change anything on greatness of the game.
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believe me, they are not just copy paste each and every single mission is completely different
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store.steampowered.com store.steampowered.com
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If you like puzzle games, this is certainly a game for you. Well designed level progression that helps you build a good understanding of the underlying rules of the world
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steamcommunity.com steamcommunity.com
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But there ARE invincibility frames. 0.5 seconds.
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store.steampowered.com store.steampowered.com
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the game is designed in such a way that you don't need too many tries to figure out boss patterns or tricky platforming sections. Another nice feature is that you can warp between different areas so you don't have to do a bunch of backtracking.
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store.steampowered.com store.steampowered.com
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Mir wurde das Spiel glücklicherweise empfohlen und möchte es weiterempfehlen :)
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store.steampowered.com store.steampowered.com
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this game is - well not exactly bad, but it also isn't a very good game of the genre - there are some riddles and puzzles that can give you quite the headache. I like hard puzzles, I like games where all isn't quite obvious - but I also like a barrier-free gaming experience.
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store.steampowered.com store.steampowered.com
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It feels like it was thrown together in a weekend using parts from "Think To Die" since even the successful act of feeding your chickens has the same blood-splatter-on-camera-lens that you would get from scoring in Think To Die where your goal is to kill all of your people as opposed to this where you are feeding animals, so what's with the blood splatter? It just shows a lack of attention to detail.
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The blood when you get the animal to food is really off putting. It doesn't make sense, is the player suppose to be eating the animal once you get it to food? If the dev just removed that it would make this game MUCH MUCH better.
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store.steampowered.com store.steampowered.com
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It is also the first game I've seen whose icon for "mute" is not a crossed-out speaker/note, but a symbol for "pause" in musical notation...
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store.steampowered.com store.steampowered.com
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Inspired by Minesweeper.
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store.steampowered.com store.steampowered.com
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The problem is the 'power-ups' (aka cheats?): the ice cubes, bombs, and especially the teleports. They seem needed to solve some levels (at least for 3 stars completion), but because they are widely available (5 of each / level) they are completely overpowered. Why would you try to solve a level without them, when you can use them? It removes the incentive to actually solve the puzzles the hard way. It breaks the game. Shame.
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The Not So Good: The Dev/s seems to be in hiatus -- still waiting for the "coming soon" additional levels: Laser Land.
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store.steampowered.com store.steampowered.com
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This is an unfinished/abandoned 2D "diving" game (basically a flyer/"platformer") where you swim through an underwater maze and collect various objects. The game wasn't finished, it's clunky, and lacks polish. The developer dumped it on Steam as a quick cash grab and ran. This should be removed from Steam until completed (if ever). I can't recommend incomplete games,
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I would be really proud to show it off it was "my baby", but as a player, it's incredibly boring.
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The gameplay (swim to treasure chests to loot them and kill sharks on your way) is basic.
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The movement speed is painfully slow. There's nothing to do on your way.
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store.steampowered.com store.steampowered.com
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I love puzzles.I love detective games.I love story rich adventures.I love point and click games.Somehow this title FAILED in all four departments.The gameplay is Painfully broken.
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en.wikipedia.org en.wikipedia.org
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these events can break the flow of the game and force the player to repeat sections until they master the event, adding false difficulty to the game.
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store.steampowered.com store.steampowered.com
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Made with love an care.
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store.steampowered.com store.steampowered.com
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An ingenious and adorable piece of casual gaming. Definitely recommended.
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Motivation is provided by an ever-escalating difficulty, though not to the point where you feel frustrated.
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A non-pretentious yet funny and innovative physics puzzle game
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A Game-design MasterpieceTake one simple game mechanic, and make the absolute most of it – that's exactly what the developers of Jim is Moving Out did, and it worked really well! The core of this game is stunningly simple: a few little boxes (furniture) inside a big box (Jim's house), one or two flying fellas (the players) and a physics engine. Think about the most creative ways you could make this into a game. Anything you think about, this game did it. What if you had to squeeze through narrow holes without breaking too much furniture? It's in the game. What if the room had wheels? Yep, it's there too. What if one of the walls was missing and you had to avoid losing the furniture? The whole co-op is about this. Zero gravity? Yes, even that is in the game.
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store.steampowered.com store.steampowered.com
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I must say I am quite surprised by so many negative reviews. To me this little game is pure genius. There's something about it you just can't put your finger on... something strange, hard to define. The premise is utterly simple - roll left or right - but the game keeps adding new possibilities every level. And it doesn't make a fuzz about it. "Here's something completely new, it's there, who cares". The mechanics and physics are spot on and the game explores them brilliantly. Visually it's beautiful and the characters you interact with are strange and fascinating. A feeling of novelty and discovery permeates the game from start to finish.Here's my suggestion: watch some videos of the gameplay and see if it bothers you. If not, go for it, for you've barely seen the tip of the iceberg.
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store.steampowered.com store.steampowered.com
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Reminds me ofo DVONN, but only with respect to disappearing hexes/spaces. DVONN is a much much better (actually strategic) game.
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store.steampowered.com store.steampowered.com
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is a casual indie game inspired by the old Tom & Jerry (NES) game
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store.steampowered.com store.steampowered.com
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store.steampowered.com store.steampowered.com
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There were a few times I felt like making notes, but never ended up needing to because the scale of the puzzles is kept manageable throughout.
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store.steampowered.com store.steampowered.com
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A very creative concept that i`ve never seen before in a video game.
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store.steampowered.com store.steampowered.com
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A PvP level was added just for the sake of ♥♥♥♥♥ and giggles, the only purpose of this this is game is achievement farming.
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store.steampowered.com store.steampowered.com
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however the biomass that you collect does nothing but gives "yay for you" points
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store.steampowered.com store.steampowered.com
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Fortunately for fans of high quality puzzle games, RUSH is anything but simple.
I agree. A good puzzle should not be too simple.
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store.steampowered.com store.steampowered.com
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Colormeleons
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store.steampowered.com store.steampowered.com
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I'll tell you my intention right away, because the language difference between us may offend you. For those things I don't understand, I apologize in advance (if you don't need my apology and feel that my apology is offensive to you, I firmly withdraw my apology).
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store.steampowered.com store.steampowered.com
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{Graphics}☐ Great - ☐ Good - ☑ Simple - ☐ Bad{Gameplay}☐ Great - ☑ Good - ☐ Meh - ☐ Unplayable{Audio}☐ Great - ☑ Good - ☐ Nothing Special -☐ Bad{Audience}☑ Kids - ☑ Teens - ☑ Adults{Difficulty} ☐ Too easy -☑ Just Right - ☐ Easy to Play/Hard to Master - ☐ Too Hard{Story}☐ Great - ☐ Good -☐ Simple - ☐ Barely a Story - ☑ No Story{Game Time}☐ 100+ - ☐ 61-99 - ☐ 39-60 - ☐ 11-30 -☑ 0-10 {Overall}Very enjoyable Chess Puzzle Game that should appeal to both Chess and Puzzle Gamers.
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store.steampowered.com store.steampowered.com
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Many hand made levels
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www.kickstarter.com www.kickstarter.com
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Academy Games has always prided itself in the quality of its rules. Most of our rules are taught in stages, allowing you to start playing as soon as possible without needing to read everything. We are very careful about the order we teach rules and rely heavily on graphics and pictures to facilitate understanding. We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules.
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During development, we are constantly trying new and diverse game mechanics. The game's rules can change hour to hour as we test which ideas work best. Rules start out as just ideas and we record which ideas work and which ones don't. This forms the first development ruleset which is essentially a change log that notes why ideas do or don't. As the rules are consolidated, there are rarely any pictures to indicate what a rule is referring to, since prototype art is also changing constantly. Terminology can also change section to section as we explore what wording works best. This makes the development rules impossible to understand for anyone other than the development team.
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We also include a large number of detailed picture examples, often with 3D renders, that help you understand the context of the rules. For these reason, we generally don't start laying out the final rulebook until production art is complete. Writing and laying out a 20 page rule book like this generally takes about 3 months from start to finish, usually requiring a complete rewrite or two, and involves dozens of editors.
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We use an online editing program called ProofHQ, where you and our development team will review the rules, discuss ideas, and add comments and suggestions, so that these rules are of the same high quality as our other game rules. We have used this process for years, because integrating outside eyes and ears is an invaluable asset.
having more eyes is better
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boardgamegeek.com boardgamegeek.com
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https://www.kickstarter.com/projects/ccgame/carbon-control-a-boardgame-with-organic-chemistry-theme
Cool components
Too random, unrealistic for me. Would rather it was seriously about learning organic chemistry than just "loosely" themed about it.
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www.kickstarter.com www.kickstarter.com
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The story behind this game started many years ago. My two sons were playing Pokemon, collecting cards and constantly talking about these fantasy creatures. I noticed, amazed, that after a while they knew by heart names, complicated properties and relations of somewhere around hundred, maybe more, characters! How did it happen, seemingly effortless? Did they study hard? Not in the sense we normaly think about studying. They were playing. They were having fun. And their hungry brains, like kids have, just absorbed the names, properties and relations. Seemingly effortless.
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store.steampowered.com store.steampowered.com
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[0.5] Controls & Training & Help[0.1] Menu & Settings[0.4] Sound & Music[0.1] Graphics[0.1] Game Design[0.3] Game Story[0.1] Game Content[0] Completion time (level/game)?[0] is it Enjoyable & Fun?[0] Could it hold a spot in Favorites? (& if the Game can be repeatedly played again)[0] BONUS point: Multi-Player related[0] BONUS point: Review for VRStars received: 1.6/10
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store.steampowered.com store.steampowered.com
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Nothing but a lazy asset flip from the Unity Asset Store:https://assetstore.unity.com/packages/templates/systems/sky-flight-full-game-template-113460And yeah, the developer bought a low poly winter landscape as well. Buy two asset kits, replace above asset kit for gameplay and then replace the map with a new winter low poly asset map to try and "hide" the laziness and using asset kits. SMH.https://www.youtube.com/watch?v=RJPJqok8iecExport, change the name to "Bird" and ready for Steam in less than 10 minutes of work! The developer couldn't even be bothered to make a way to EXIT the game much less add Steam high scores, controller support, or achievements! NOT RECOMMENDED! *Refunded this myself* ..Let your wallet talk and Please don't support lazy developers like this one.
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www.amazon.com www.amazon.com
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Onto the review!
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www.youtube.com www.youtube.com
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Yeah, I probably think of using foam before anyone else does.
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www.kickstarter.com www.kickstarter.com
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You can add-on more copies of the game
verb: add on
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boardgamegeek.com boardgamegeek.com
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www.kickstarter.com www.kickstarter.com
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In MetalSkies we take the approachability of Risk and combine it with greater strategic depth. That's why we've spent dozens of hours perfecting MetalSkies' gameplay mechanics and strategic balance.
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Have you ever played Risk? If you're looking at this game, there's a good chance you have! I wager you know the frustration of losing your huge army to one a third its size because of a handful of random dice rolls. The pace of Risk is great, but I find it hard to take the 5th straight roll of snake eyes.
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Have you ever tried Axis and Allies? I did too. And by tried, I mean just that! Two hours after opening the box, we finished the manual and nearly died laughing. There was no way we'd have enough time left to play the game, AND we had already forgotten the first half of the directions anyway!
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store.steampowered.com store.steampowered.com
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Fatum Betula is, arguably, a nearly perfect video game, depending upon your philosophy when it comes to criticism. If you, like me, believe that to a large extent the success of a game depends upon how well it achieved what it set out to do, I think you can get very far with such an argument.
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www.ashampoo.com www.ashampoo.com
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And Ashampoo Office 8 doesn't save your files in some online cloud service but where they belong: on your PC!
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material-ui.com material-ui.com
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en.wikipedia.org en.wikipedia.org
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github.com github.com
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# unauthenticated do # as :user do # root to: 'devise/registrations#new' # end # end
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# authenticated :user, lambda {|u| u.role == "admin"} do # root to: "admin/dashboard#show", as: :user_root # end
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# +devise_for+ is meant to play nicely with other routes methods. For example, # by calling +devise_for+ inside a namespace, it automatically nests your devise # controllers: # # namespace :publisher do # devise_for :account # end
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github.com github.com
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This approach is preferable to overriding authenticate_user! in your controller because it won't clobber a lot of "behind the scenes" stuff Devise does (such as storing the attempted URL so the user can be redirected after successful sign in).
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stackoverflow.com stackoverflow.com
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however, if this is relevant to just one spec, you don't necessarily need to include devise helpers to all your controllers specs, you can just explicitly include those helpers in that one controller describe block: require 'spec_helper' describe MyCoolController include Devise::TestHelpers it { } end
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github.com github.com
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Scholar@UC: University of Cincinnati's self-submission institutional repository
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github.com github.com
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let(:warden) do instance_double('Warden::Proxy').tap do |warden| allow(warden).to receive(:authenticate!).with(scope: :user) .and_return(authenticated?) allow(warden).to receive(:user).with(:user).and_return(user) end end let(:user) { instance_double(User) } let(:authenticated?) { true } def simulate_running_with_devise stub_const( 'Rack::MockRequest::DEFAULT_ENV', Rack::MockRequest::DEFAULT_ENV.merge('warden' => warden), ) end
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Yes, you are right. That was a very bad workaround. Stubbing methods on NilClass can be compared to switching to dark side of force. Powerful but comes with a huge price. I highly don't recommend using my workaround from 1 year ago.
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There is no request.env in functional tests because the functional tests are supposed to remain at the controller level.
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Could you please update the wiki yourself? Thanks!
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github.com github.com
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Wasn't sure if this belonged as an issue in Devise or Rails though.
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For now, you will need to give the second root a different named route: authenticated :user do root to: "users#index", as: :authenticated_root end unauthenticated do root to: "main#index" end
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This is a Rails change of behaviour and Rails is not going back.
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github.com github.com
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class LoggedInConstraint def self.matches?(request) request.env['warden'].authenticate? end end
(have not tried)
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I'm closing this issue. If you have any problem, please comment to this issue :-)
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stackoverflow.com stackoverflow.com
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class AuthConstraint def initialize(&block) @block = block || ->(_) { true } end def matches?(req) user = current_user(req) user.present? && @block.call(user) end def current_user(req) User.find_by_id(session[:user_id]) end end This is a flexible approach to defining route access based on any desired variable (roles, auth, etc...)
Good solution, and might be needed if you want to base routes on roles, etc. — but this one is even easier if all you need is for it to be conditional based on signed in or not (because devise provides authenticated helper):
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This is a great application for using route constraints.
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scope module: 'authenticated', constraints: AuthConstraint.new { |user| user.present? } do # Management dashboard root 'dashboards#index' end root 'home#index'
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answered
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stackoverflow.com stackoverflow.com
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authenticated :user do root 'calendars#index', as: :authenticated_root end unauthenticated :user do root 'pages#home', as: :unauthenticated_root end
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guides.rubyonrails.org guides.rubyonrails.org
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You can also specify constraints as a lambda:
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guides.rubyonrails.org guides.rubyonrails.org
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The hostname's first n segments, starting from the right (the TLD).
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github.com github.com
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find_field finds by id, name or placeholder text - so find_field('Prefix') should find the element with matching placeholder text rather than needing xpath.
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It might be possible to fix it in Capybara, but I'm afraid that we'd just add more unexpected, ambiguous behaviour (which key should have been pressed, backspace, space?).
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Here's another workaround:
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find_field('Prefix').send_keys([:control, "a"], :backspace)
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stackoverflow.com stackoverflow.com
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fill_in('Foo', with: 'bar', fill_options: { clear: :backspace })
first sighting: fill_options: { clear: :backspace })
first sighting: fill_options as an option at all (for
fill_in
only, I presume)I wonder they added at all as a response to this:
See also: https://hyp.is/ZcXVJJMyEeucgmPXYFP9yg/github.com/teamcapybara/capybara/issues/203
(which key should have been pressed, backspace, space?)
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www.redblobgames.com www.redblobgames.com
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www-cs-students.stanford.edu www-cs-students.stanford.edu
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Most of my work has been writing computer software, but this has touched on a wide range of other areas: scientific equipment, data analysis, visualization, geological exploration, simulation of complex systems, economic modeling, maps, “big data”, trend analysis, artificial intelligence, and web software.
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I am not at Stanford anymore. I just have my web pages here because I have an alumni account at Stanford. Thank you, Computer Science Department!
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Why interactive explanations? I find that I learn best when combining the language side of my brain (reading, formulas) with the visual side of my brain (illustrations, interaction). I want to learn not only by reading something or watching something, but by playing with it. I’m mostly focused on small, self-contained articles, but I’m also interested in interactive textbooks.
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I create interactive explanations of math and computer science topics at Red Blob Games[1]. I explore topics related to computer game development, as I’ve found that’s a rich source of motivating examples. My favorite topics are related to maps (grids, paths, procedural generation) and simulations (transportation, economics, complex systems, AI).
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www.redblobgames.com www.redblobgames.com
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Marty Rabens • 7 years ago Wow. This has to be the most polished presentation and explanation of anything, anywhere.
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I've been collecting hex grid resources[1] for over 25 years.
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www.thedarkimp.com www.thedarkimp.com
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Only two of the three coordinates are needed to find each hex, the third coordinate can be used as a check. Trios of hex coordinates always add up to 0.
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boardgamegeek.com boardgamegeek.comUranus!1
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www.kickstarter.com www.kickstarter.com
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International backers have two options: a) quick delivery but expensive shipping b) slow delivery but cheap shipping
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Please note: The shipping cost does not include any local import tax you may have to pay in your own country.
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gist.github.com gist.github.com
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I'm maintaining one that can be run and asserted on: https://github.com/cirosantilli/rails-cheat/blob/master/app/test/integration/capybara_test.rb
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I have a 2 radio buttons with the same id and label, only different values, (true, false)....anything I can do to choose false?
If you just do
find_field(radio_input_name)
you end up withAmbiguous match, found 2 elements matching visible field "name" that is not disabled
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gist.github.com gist.github.com
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why do you guys think have_css matcher is named the way it is? I mean, it sure deals with css identifiers, but have_css gives(at least to me) the impression that the page has certain stylesheet loading.
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- Mar 2021
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bugs.ruby-lang.org bugs.ruby-lang.org
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Thanks much for hearing me out.
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data[:users, :[], :name] = 'Matz' # :[] is next index, 0 in this case
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final-form.org final-form.org
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The reason Final Form does this is so that pristine will be true if you start with an uninitialized form field (i.e. value === undefined), type into it (pristine is now false), and then empty the form field. In this case, pristine should return to true, but the value that the HTML DOM gives for that input is ''. If Final Form did not treat '' and undefined as the same, any field that was ever typed in would forever be dirty, no matter what the user did.
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If you change a form value to '', Final Form will set the value in its state to undefined. This can be counterintutive, because '' !== undefined in javascript.
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// WRONG ❌ - values.myField might be undefined! if (!values.myField.match(/myexpression/)) {
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If you are doing a regular expression check, your function should handle undefined as a potential value.
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Your validation functions should also treat undefined and '' as the same. This is not too difficult since both undefined and '' are falsy in javascript. So a "required" validation rule would just be error = value ? undefined : 'Required'.
Tags
- opinionated
- answer the "why?"
- recommended
- forms: dirty state
- best practices
- good explanation
- opinion about which way is better
- makes sense to me
- validation
- problem: might be undefined/null
- javascript: convert falsy values to undefined
- counterintuitive
- surprising behavior
- easy to forget
Annotators
URL
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blog.codinghorror.com blog.codinghorror.com
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If you've ever talked about regular expressions with another programmer, you've invariably heard this 1997 chestnut: Some people, when confronted with a problem, think "I know, I'll use regular expressions." Now they have two problems.
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stackoverflow.com stackoverflow.com
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Addition of the keyword would allow such syntax as If ThisThing Ain't Nothing Then According the source "We're just trying to keep up with advances in the English language which, as you know, is changing almost as fast as technology itself."
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www.amazon.com www.amazon.com
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Whenever I get a new cookbook, I go through it and bookmark recipes that are either worth considering, or that go on a list to definitely try. Usually the maybes outnumber the definites. In this case, I've bookmarked a large number of recipes that I DEFINITELY will make.
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steamcommunity.com steamcommunity.com
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Do you prefer voice acting so you can bitch about the quality of that instead?
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store.steampowered.com store.steampowered.com
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It seems the game is trying to be similar to Monkey Island, which isn't necessarily a bad thing. Imitation is sometimes considered flattery afterall.
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bugs.ruby-lang.org bugs.ruby-lang.org
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_Underline_
I really like that they allow this. How come most other Markdown flavors (including GitHub, GitLab) don't provide a way to underline text?
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www.rubymotion.com www.rubymotion.com
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If you want to know more about the story behind this best-selling game, check out the New Yorker Article.
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A Dark Room makes use of the ProMotion and BubbleWrap gems. During its development Amir used all the refactoring techniques of the Ruby language and also ran the built-in spec framework in the background
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Not enjoying Xcode, Amir used RubyMotion instead. Amir had real-world experience with Xcode and Objective-C, but didn't like it at all. Amir also has a Ruby background and went with RubyMotion to build A Dark Room. The command-line interface, the testing framework, the gems libraries and the CocoaPods integration and the freedom to use any text editor contributed to his decision.
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has been downloaded nearly four million times worldwide across both app stores
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github.com github.com
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ProMotion is a RubyMotion gem that makes iOS development more like Ruby and less like Objective-C.
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While you're welcome to use ProMotion, please note that we rely on the community to maintain it. We are happy to merge pull requests and release new versions but are no longer driving primary development.
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en.wikipedia.org en.wikipedia.org
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Influenced byC, Smalltalk
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github.com github.com
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The overridden core classes for Hash and Array here only handle those two types. A hash hands off a bury to an Array if it encounter a nested array. Similarly, an Array hands off a bury if it encounters a non-integer or a nested hash.
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githubraw.com githubraw.com
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rawgit.com rawgit.com
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github.blog github.blog
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stackoverflow.com stackoverflow.com
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stackoverflow.com stackoverflow.com