Blazor (client-side) application - CI/CD - Deploy from GitLab to Netlify
Wed May 01 2019ProgrammingWeb Development
Using GitLab to host both the source control and perform CI/CD, we will take a blazor project and build it and then proceed to deploy it on Netlify. This article presumes that you have some familiarity with the following: GitLab for source control (See here) GitLab for CI/CD (See here) Netlify CLI for deployment (See here) 1. Using the current SDK 3.0.100-preview4-011223 (See here), create a new blazor (client-side) project called 'testproj': Now create a file called .gitlab-ci.yml and add it to…
Entity Framework - Debugging a Seed method from the Package Manager Console
Fri Feb 08 2019ProgrammingWeb Development
On the odd occasion you wish to debug Seed method code which has been executed from the Package Manager Console using the Update-Database command, a quick and dirty method is to add the following code: Yes it's dirty! It will however fire up a new Visual Studio debug window and allow you to see what's going on inside. This method will also work for any code that happens to sit outside of a normal debugging scenario.
How to customise Visual Studio's "Create and initialize field" to add the underscore
Mon Jan 07 2019ProgrammingWeb Development
Step 1 - Starting with the Tools menu item from the top navigation menu, navigate through the menus as follows: Tools > Options > Text Editor > C# > Code Style > Naming Step 2 - Click the green Plus icon to open the following dialogue box: Step 3 - Now add the following: Step 4 - Create the configuration to use the naming style we've just created. Step 5 - Use the "Create and initialize field"option as normal and you'll see the following.
Ray Casting #2
Sun Nov 29 2009Programming
Finally got around to adding those few lines of code to add textured walls to the ray caster. A few details: The texture isn't mine, I merely found it via Google Images with the term "wall texture" and it has the filename Wall_Texture_by_shadowh3.JPG There's still a problem with the corners of the grids having a weird fringe. It's better than it was, but still not right. Haven't tracked that down yet, but have some ideas The somewhat hybrid mix (Courtesy of XNA) of performing the ray casting…
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