Archive for the ‘ development ’ Category

Git ‘cherry-pick’ individual file

Today the situation came up where I wanted the latest of a file in another branch. But only that file. Didn’t want to merge and reject so that get’s rid of cherrypick and merge as options.

Luckily there is a way to do this just using the checkout command.

git checkout feature/meow Source/Cat.cs

 

Sauce : http://jasonrudolph.com/blog/2009/02/25/git-tip-how-to-merge-specific-files-from-another-branch/

Get a patch file from a github commit

Writing this mostly so I don’t forget.

Let’s say you want a patch file of a particular commit, for example: https://github.com/bardic/StalkCoin/commit/8789de6bd0db33fb6622f4a25438b74d6b9317ec

Append .patch to the end of that ( https://github.com/bardic/StalkCoin/commit/8789de6bd0db33fb6622f4a25438b74d6b9317ec.patch ) and you have yourself a patch file!

Source: http://chem-bla-ics.blogspot.ca/2011/01/github-tip-download-commits-as-patches.html

Getting started with HaxeFlixel

With Haxe gaining so much popularity, flash work declining and my want to make 2d games with a language I’m already fairly familiar with that I can publish to multiple platforms, I’ve decided that Haxe is the right move. With that decision I had to pick a game engine and it was really between Flambe or HaxeFlixel.

Since I don’t care about a html5 target and I feel slightly more comfortable in the HaxeFlixel API, I have decided to use it.

Getting started is actually pretty easy but there were a few points that tripped me up slightly. The official documentation for installation is actually spot on. Check it out here.

Once installed, you need some more of editor/IDE. Since I’m developing on a Mac, I have pretty limited options. Since the IntelliJ plugin is wonky at best, I’ve gone with Sublime Text.  When setting up Sublime I was easily able to set up the plugin following the instructions but could not for the life of me get it to actually get it to highlight or code complete.

The issue was the instructions I was following didn’t point out the need to set up some path variables.  The easiest way to do this is to add these variables to your .bashrc

In your home directory (~/) run nano .bashrc . If you have this file it’ll open it, if not it will create it. Then add this:

export haxe_path="/usr/bin/haxe"
export HAXE_LIBRARY_PATH="/usr/local/lib/haxe/std:."

Exit and save.

Once you have all your libs set up for HaxeFlixel you want to add a symlink to the subl command in Sublime. This will allow HaxeFlixel to open the project for you when creating new projects.  There are official instructions on this but it didn’t work for me.  My path was slightly different :

ln -s /Applications/Sublime\ Text.app/Contents/SharedSupport/bin/subl /usr/bin/subl

And that there covers the initial setup issues I encountered. I’ll likely post more findings as I learn more of HaxeFlixel. I actually never used Flixel before, but have several years of Flash development behind so most of my findings will likely be differences from Flash to Haxe .

AppCode

If you have ever done flash development, you quickly realize that the Flash IDE is the worse play to actually write code. It’s down right awful. So you look at other IDEs; FlashDevelop, FlashBuilder, FDT, IntelliJ. If you are like me you would likely have settled on IntelliJ. The team at Jetbrains just get it. The tools is just brilliant from it’s svn/git integration to it colours to it’s epic refactor tools.

Well when I started doing more ObjectiveC development, I started to encounter issues with Xcode that bothered me greatly. Refactor was poor, version control integration was poor, the way it handled opening files frustrated me. Luckily, the Jetbrains team had developed an app that fixes all of these issues for me: AppCode.

Now AppCode isn’t perfect. It lacks the ability to handle xibs and xcdatamodels as well has some of the finer project settings (They actually may be there but if they are they are incredibly difficult to find and access). But despite these short comings this IDE is the bee’s knee’s. Fast, pretty, great refactor,  great app analysis and many more.  For me the price of having to open Xcode once or twice a day is completely worth the benefits that AppCode provides. Mind you, I  work on apps/games that don’t rely heavily on using xibs so I almost never have the need to open Xcode for that. But on the few projects I’ve done that heavily use xibs, I open Xcode, lay them out, hook up my outlets and then switch over to AppCode for everything else.

So if you develop ObjC and haven’t tried this I strongly suggest you download the trial and give it a goal. You’ll likely be hooked before the 30 days are up.

DISCLAIMER: I have no association with Jetbrains. I just love their software and think you should too