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Codespaces

We might heard about the news of codespace from github recently. If you don’t , it’s ok. I will briefly introduce about codespace today.

Credit: Github

GitHub has announced its product, Codespaces recently for its daily development flow. Codespaces provides a full-featured cloud-hosted development environment that can be very useful for day to day development or short interval period development for overall cases. Codespaces now supports Emacs, Vim and Visual Studio Code as code editors.

After Microsoft bought Github, I knew this is probably coming as a service and here it is. They said

Local development environments are fragile. And even when functioning perfectly, a single-context, bespoke local development environment felt increasingly out of step with the instant-on, access-from-anywhere world in which we now operate.

The Codespaces can run directly within GitHub, so developers can start contributing to their projects almost instantly.

According to GitHub, The target of Codespaces not only fixed the issue of vulnerabilities in the local environment, but also provided additional opportunities to improve the development experience. Much effort to run in a single developer local environment. Similarly, developer machines can be upgraded to higher specs very easily.

You can see the official announcement blog here and don’t forget to try it out as it’s exciting to do a development not at locally as we usually do, this time is at cloud.

Yuuma.



Flutter – Physical Model

All of the best app start with a square, squarely in the middle of the screen. But to turn this abstract idea into something more real we need to think outside the box.

All of the best app start with a square, squarely in the middle of the screen. But to turn this abstract idea into something more real we need to think outside the box.

If you look at the real physical box the only way you’re able to see it with some light, and that light casts a shadow. What if we want our abstract boxes to have a real shadow? Just like a real box. So that our users have a mental model for what the things in your app are.

Well, that’s what a Physical Model is for. Just take whatever widget you’re working with, wrap it inside of a Physical Model and give it a color.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
)

Wait! There is no shadow. By default Physical Model’s elevation is zero, so we need to pick that box up to be able to see the shadow.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  elevation:  8.0
)

But unlike the real world we have additional options, for our Physical model’s shadows, like it’s color.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
)

You can also change the roundness of the shadow’s corners.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
  borderRadius: 
   BorderRadius: circular(45),
)

or simply update what shape it takes.

PhysicalModel(
  child: BlueBox(),
  color: Colors.black,
  shadowColor: Colors.pink,
  elevation:  8.0,
  shape: BoxShape.circle,
)

Physical Model is super useful, when you have ideas for custom shadow effects, it’s also used under the hood in widgets like Material to build material shadow.

Let’s create simple Physical model!! The result screenshoot is at the top.

    return Scaffold(
      body: Center(
        child: PhysicalModel(
          elevation: 20.0,
          shadowColor: Colors.red,
          color: Colors.red,
          child: Container(
            width: 200,
            height: 200,
            decoration: BoxDecoration(
              shape: BoxShape.circle,
              border: Border.all(
                color: Colors.red,
                width: 1.0,
              ),
            ),
          ),
        ),
      ),
    );

Hope you enjoyed this post!

By Ami



[Unity] カメラに追従するGameObjectと複製(2)

今回はカメラに追従するGameObjectと複製する方法をシェアしたいと思います。
本記事は前回の「[Unity] カメラに追従するGameObjectと複製(1)」の続きです。

続きを読む

[Unity] カメラに追従するGameObjectと複製(1)

今回はカメラに追従するGameObjectと任意のタイミングでGameObjectを複製する方法をシェアしたいと思います。

続きを読む

Git tricks you should know

We use version control system to manage and gather our source codes, right. I am pretty sure most of us are using Git for version control system nowadays. Today, I will share with you some git commands that will help you to improve your git knowledge.

Remove all your local git branches except master

You may have many local branches while you are on developments. But one day, you may want to get rid of these local branches and keep only main/master branch. This command will help you.

git branch | grep -v "main" | xargs git branch -D

Undo last commit

If you want to undo your most recent commit. Follow these steps.

git commit -m "undo message"

Then reset our changes

Pretty git log format

git reset HEAD~

Normally we use to see our git log activity using git log. But we can see better with pretty formatting using this.

git log --graph --abbrev-commit --decorate --format=format:'%C(bold blue)%h%C(reset) - %C(bold green)(%ar)%C(reset) %C(white)%s%C(reset) %C(dim white)- %an%C(reset)%C(bold yellow)%d%C(reset)' --all

Deleting git branch

I wrote deleting local branches except main/master in above. In here, I will talk about deleting a specific branch both on local and remote.

Deleting on local

git branch -d <branch_name>

Deleting on remote

git push <remote> --delete <branch_name>

Cherry picking from another repository

We can apply the changes from another repository to us also.

git fetch <remote-url> <branch_name> && git cherry-pick SHA1

I’m pretty sure there are other useful tricks as well. That’s all for now.

Yuuma



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