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I know. FizzBuzz has been done to death. But I want to use it as a familiar base upon which we can explore some of the common tradeoffs involved in writing and maintaining software. In this article, I’ll show multiple implementations of FizzBuzz, all designed to achieve different goals, and discuss the implications of each. What is FizzBuzz? Hey guys, have you heard about this new FizzBuzz thing?
Valve is investing in OpenGL to hedge themselves against Microsoft. Some well-known developers have written about the deficiencies in the API. A few competing, proprietary APIs have popped up. In an effort to remain competitive, Khronos announces glnext: a ground-up rethinking of the OpenGL and OpenGL ES APIs. This post will look at developments in the OpenGL ecosystem over the last couple of year
In this article, we will be adding directional lights, spotlights, and allowing for multiple lights instead of just one. This is the final article on lighting – at least for a while. Valve is investing in OpenGL to hedge themselves against Microsoft. Some well-known developers have written about the deficiencies in the API. A few competing, proprietary APIs have popped up. In an effort to remain c
Cocoa bindings can be a little confusing, especially to newcomers. Once you have an understanding of the underlying concepts, bindings aren’t too hard. In this article, I’m going to explain the concepts behind bindings from the ground up; first explaining Key-Value Coding (KVC), then Key-Value Observing (KVO), and finally explaining how Cocoa bindings are built on top of KVC and KVO. Key-Value Cod
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