#git tutorial
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petrapixel · 2 months ago
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here's a list of all the intermediate coding tutorials i've written so far!
git / github tutorial
npm (and node.js) tutorial (+ how to use the command line) (this one's a prerequisite for the following 2 tutorials)
webpack tutorial (a module builder for JavaScript and (S)CSS)
11ty (eleventy) tutorial (a super easy static site generator!)
if you have ideas/requests, feel free to contact me!
more beginner coding tutorials are coming VERY soon! meanwhile, check out my common questions and common mistakes pages!
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thecommoncoder · 7 months ago
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Git Tutorial: Learn How To Use Git in 23 Minutes!
Do you want to learn how to use Git? In this tutorial, we'll cover the essential Git commands that you need to know, so that you can start using version control inside of your projects. Enjoy! 🎉 #git #gittutorial #howtousegit #thecommoncoder
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its-kiran · 2 years ago
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badolmen · 1 year ago
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Actually it really fucking frustrates me as a disabled person how ‘controversial’ video game accessibility is, how contrived it is to find actually useful accessibility mods for even popular games, how abled gamers try to distance themselves from us because we’re the ones without social lives, who don’t leave the house, who can’t work.
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townofcrosshollow · 2 years ago
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Using Git for Twine Games
A while back, I somehow managed to copy the contents of one file and overwrite a different file, meaning the entire section of the map was lost for good. I had to reconstruct it from snippets of prose written in separate documents. It sucked. And that motivated me to try something that would stop that problem from ever happening- hosting my project on GitHub!
Git sounds really fancy and hard to understand, but it's really not! So I'm going to walk you through how to use it to back up your files and do much, much more.
This tutorial expects you to have an already set up Tweego folder and VSCode. If you don't know how to get that started, @manonamora-if has an excellent ready-to-use folder with an explanation of how to use it.
What is Git?
In short, git is a kind of version control. Say you're working on a coding project with somebody else, and you need to work on the same file they were working on. But how do you know you're working on the right version of that file? Maybe they forgot to send you the newest version. Or maybe you both have to make changes at the same time. It would take a lot of effort to manually splice together everybody's changes, let alone identify what each of you had changed. That's what git's job is. Git identifies what has changed about a file, notes those changes, and updates the "main" files to match. That way, everything stays consistent, and big files can be updated easily.
Okay, but what benefit does git provide to you, somebody who's just working on a solo project with very little code? Well for one, it would have completely fixed my problem. Instead of overwriting all of my work, git would have shown me that the file had been changed. Then, I could simply click a button to revert the change. Neat! It also means you can keep working on the same project from multiple locations without losing progress. Say you're working on your game on your home computer, but then you want to keep working on your school laptop. All you'd have to do is "push" your changes to save them to your master file, and then "pull" the changes when you get to school. Neat
The Basics of Git
Okay, but what does "push" and "pull" mean? Git's confusing, but the basic terms you'll be encountering don't have to be! Here's some terminology:
Git - This is the program that goes on your computer to manage your files. It does all of the version control.
GitHub/GitLab/BitBucket - These provide servers you can host your git repositories on.
Repositories - This is a fancy word for a folder that's being maintained by git. Every file in a repository is getting analyzed by git for changes.
Local vs Remote - Your local repository is the one hosted on your computer, and it's the one you're editing. The remote one is the one hosted on a site like GitHub.
Stage - When you stage a file, you're getting it ready to commit it.
Commit - A commit is like saving your progress as a new update. You can go back to a commit later if you messed something up.
Push - When you "push" your commits, git will look at your changes, go into the remote repository, and individually change all of those things in the "main" branch.
Pull - Just like pushing, when you pull, you're taking changes from the remote repository and updating your local one to match it.
Under the cut, I'll show you full step-by-step (with photos!) of how to set up your game with GitHub using VSCode!
Setting Up Git With VSCode
Lucky for you, VSCode has built in integration with GitHub, which means you don't have to download any new programs other than git itself. You'll just have to set it up. A note- I'm not sure at what point exactly in this process VSCode prompts you to install git, because I'm not going to install it on another computer just for this tutorial haha. VSCode will provide the installation, just go along with the default settings and you'll be fine.
So first, make a Github account. It's free!
Now, open VSCode. Here's our project! You're going to want to click on that third button down in the side menu, the Source Control tab.
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Under source control, you'll see this option. Click it.
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Aaaaand it's done! That was easy, right? Now your folder is a git repository. Crazy!
Before you can put all of this up in GitHub, you'll need to push all of your files. Type a brief message (try "Initializing" to feel like a real cool coder), press commit, and VSCode will ask if you want to skip staging and just commit everything. Yes! Yes you do!
Now that all of your "changes" have been committed, let's publish your new repository to GitHub. Click on the new button that says "publish branch." When the popup appears, click "Allow" to give VSCode access to your GitHub account and sign in. Back in VSCode, you'll see this:
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You're probably going to want it to be private, otherwise anyone on the internet could see all of your writing! Which is cool if it's a public coding project that people might want to download and use for their own projects, but if you're not a fan of code diving, leave it private.
Using Git To Help You Write
Now that you've got your folder set up as a git repository, it'll change the way VSCode looks. VSCode is using git's info to know where you've made changes, and it'll represent those changes in the UI. Here's what those look like:
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If you click on those lines, you'll get to see this fancy new panel that highlights all of your changes:
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So let's say we have a scene, and we aren't happy with how it's looking, but we aren't sure if we want to make one change or a different change. Instead of backing up all of your stuff or copy and pasting it to test it, you can just make whatever change you want and click that backwards facing arrow to revert it back if you aren't happy with it. You can do the same for things like CSS- when you've made some good progress and want to save your changes, commit them. Then any more changes you make will be easy to revert back if they don't look right. Groovy!
Now that everything's set up, it's as easy as committing your changes when you're satisfied with them and pushing those commits to back up your work.
Pat yourself on the back! You just learned (the very basics of) how to use git! You absolute genius!
If you have any questions while following this tutorial, feel free to ask! My askbox is always open!
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starcell00 · 1 year ago
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(warning: this post is mostly about silly little video games, but it mentions traumatic methods of teaching and their results. also, minor early-game spoilers for Outer Wilds.)
Outer Wilds and the Dark Souls series approach the problem of what to do when new players fail at the game from opposite directions, and (at the risk of pissing off soulslike enjoyers) I think Outer Wilds does it right, and Dark Souls does it wrong.
When a player dies in Dark Souls, the screen briefly flashes with the iconic "YOU DIED" before fading to black and putting them back at their most recent campfire. At first glance, this doesn't seem like anything more than the game telling the player the obvious, but...
"YOU DIED". There's so much emotional content packed into those two words.
The player already knows they've died when they see their character take the final hit and crumple to the ground dramatically, before those words ever hit the screen. Iconic though it is, the phrase is unnecessary; but it's also worded in such a way that it aims itself squarely through the fourth wall at the player themself. When you see it for the fiftieth or hundredth time, it starts to read as a judgment from the game, and the deaths start to feel like personal failings.
Coupled with the notorious, punishing difficulty of the game itself, Dark Souls' method of developing skill in the player boils down to "repeatedly demanding competency, until the player develops the ability to give it." If they develop that ability quickly, or by being persistent enough, they're rewarded with a slow trickle of lore and worldbuilding as rich and deep as amber - which is something that Dark Souls shares with Outer Wilds.
But if they fail to develop this ability in a timely manner, or even at all, a particular boss or area can quickly become a brick wall for the player to hit their head against. In this way, the game's teaching style is roughly analogous to a strict piano player rapping their student across the knuckles and saying "Again" every time they hit a wrong note; this harshness and lack of sympathy from the game is even a meme in the Dark Souls community, with many a comments section littered with "git gud."
(tw: this is where it gets heavy)
Although Western society has largely moved on from corporal punishment, this "just get good" style of teaching is still regularly practiced in almost all areas of real life, and - speaking from personal experience - the consequences for students are usually severe: from loss of passion for the material, to lifelong insecurities and anxiety disorders, to crippling depressive tendencies, up to and including suicide. The entirety of Whiplash (2014) comes to mind, but particularly the bit where the harsh band director gets physically attacked by his star drum student.
(ok ur good)
By contrast, Outer Wilds takes great care to frame the player's death as a natural inevitability. You can glean every bit of information from every NPC in your starting village and go take off in your wooden shack of a spaceship, you can land (very gingerly) on your home planet's moon and talk to the NPC hanging out there, you can take off again, land again at the places on the moon they suggested you go to, and translate some alien text, you can go to some more places, and rinse and repeat for twenty minutes...
...and then, you can look skyward and watch the fucking sun explode, turning you and every other bit of matter in the solar system into a glittering cloud of plasma.
The game unequivocally tells you, within the first half-hour of gameplay: "you will die, and that's okay." In fact, it proactively makes you die, at no fault of your own - without even saying any words about it, to boot. (Interestingly, this can sometimes be a major turn-off for soulslike enjoyers.)
You then wake up back where you started, and your ship's computer still has logs of the people you talked to and the text you translated in the previous life, ready for you to take off again and add to them. Outer Wilds defines success such that you only fail if you manage not to learn anything in a life - an exceptionally difficult thing to do, given how plentiful knowledge is in the worlds you visit.
In fairness, though, Outer Wilds does have areas locked behind requirements of lateral thinking, unusual cunning, or raw mechanical skill, and you will not be progressing into those areas until you meet those requirements. The game temporarily switches to the Dark Souls model of teaching: demanding competency until you develop it. Given some of the places it shows up, the switch usually makes sense, and the areas in question are still largely optional (let's not talk about the DLC), but it says something about that model of teaching that those moments are widely considered to be the worst parts of the game.
tl;dr Dark Souls demands perseverance and punishes failure, where Outer Wilds encourages perseverance and makes true failure quite difficult. Some people want Harder Battles, but some people can't handle them.
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snowy-nostalgia · 1 year ago
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Hey, if you can shade/render blue, green, purple, etc, you can shade/render shades of brown. Stop whitewashing Amanda JFC ITS NOT HARD. The amount of people ive seen on tiktok whitewash her is painful, i mean it shouldnt be happening at all but the sheer amount is unbelievable
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fingertipsmp3 · 1 year ago
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I love when I'm actually trying to submit an assignment for once and moodle won't fucking load
#i got a weird error message like 'undefined' and the whole page is just grayed out and supposedly still loading#tried reloading the tab and it just wouldn't work. didn't even get a login screen#cleared cache; got a login screen but then got the same error and site refused to load#like.... i'm genuinely trying to submit my work lol. this is so funny#it loads fine on my phone but my assignment isn't on my phone and i don't think i can get it there#or can i? i mean i guess i can. it's just an html file. but submitting it from my phone sounds like a process i don't have the energy for#i'll just try again tomorrow. if i can't get onto moodle tomorrow i'm fucked anyway because i have to do a quiz tomorrow#i'm also hoping to get my other assignment submitted tomorrow. the assignment that's still only 10% done. that assignment.#i could work on that thing right know but i know i'll get annoyed and ragequit when i run into problems; so what i might do INSTEAD#is anticipate the problems i'm probably going to have (i.e. resizing the carousel; moving the carousel; embedding the youtube video; moving#the youtube video; setting an accordion as a sidebar; doing anything whatsoever with the accordion-sidebar; placing the info where i want)#and do some reading on how to do those things and then bookmarking the resources so i can read them again#because i have all the memory of a goldfish when it comes to this stuff#i could also run through the git tutorial so i don't have to do it on thursday while exhausted from physio and pilates#idk though. if it seems like it's going to be long i will absolutely not be doing that right now#look i finally fixed my portfolio today and figured out how to do a gradient. i don't want to do very much#personal
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jelynn · 2 years ago
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Code Reviews: credit your reviewers
Foster a culture of reviews and suggestions in your codebase by giving props (credit) to all reviewers and contributors
A few months, I published The Power of a Conversational Code Review Culture. I talked about the importance of being generous with your code examples. Using GitHub’s built-in suggestions or posting diffs with the changes you have in mind go a long way towards helping the Pull Request’s author. It makes it easier for them to understand your suggestion, and include it in their code. If you’re the…
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ibarrau · 1 month ago
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[Fabric] Integrar repo GitHub con área de trabajo
Una característica que no para de causar revuelo y preguntas al momento de persistir los desarrollos de Fabric es la integración de áreas de trabajo con Github. Desde el lanzamiento de Fabric podíamos integrarnos a un repositorio, pero era exclusivamente con Azure DevOps. La historia continuó con el lanzamiento de Power Bi Projects que nos permitía desagregar el desarrollo de un pbix en código para poder persistirlo y mergearlo. La cuenta pendiente más grande de desarrollos de Power Bi estaba saldada. El desarrollo ya podía ser versionado en su totalidad.
En este artículo vamos a ver como configurar un repo de Github para estar integrado con un Area de trabajo en Fabric/PowerBi.
Lo primero que recomiendo si están iniciando este artículo sin conocer que es una integración de Git en un área de trabajo es pasar por este artículo anterior que explica el funcionamiento y la desagregación de archivos que consolidan un Proyecto de Power Bi.
Prerrequisitos
Cuenta de Github
Repositorio creado (se recomienda privado para desarrollos y manejo de datos corporativos sensibles)
Una Personal Access Token (PAT)
Un área de trabajo con capacidad dedicada
Asumiendo que conocemos como crear una cuenta de Github y un repositorio, comencemos con la creación de la PAT. Para ellos vamos a nuestro perfil, menú settings > Developer settings. Los tokens de acceso pueden ser classic o fine-grained. Recomiendo crear fine-grained que son la próxima generación de tokens y es bueno estar actualizados.
https://github.com/settings/tokens?type=beta
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Delimitamos un nombre para nuestro token de acceso y en el apartado de permisos seleccionamos Read and Write para Contents.
Tras crear el token es necesario guardar el valor generado porque no podremos volver a verlo. Copienlo bien y resguárdenlo.
Ahora si podemos volver a PowerBi para abrir las configuraciones del área de trabajo en la parte de integraciones de Git. Hay dos configuraciones. Iniciamos logueando el proveedor con la dirección del repo y el token:
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Una vez configurado se ve así. Continuamos sincronizando el pertinente Branch que nos permite seleccionar inclusive una carpeta o subcarpeta especifica. Tengamos presente que símbolos y espacios en las carpetas podrían generar dificultades para reconocerlas.
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Así conseguimos nuestra integración para comenzar a trabajar en equipo sobre los reportes y modelos semánticos desarrollados como Power Bi Projects o elementos de Fabric.
Esta sencilla configuración nos permite comenzar a versionar nuestros desarrollos de PowerBi con simplemente una capacidad dedicada puesto que Github cuenta con servicio gratuito que fortalece no incorporar una licencia adicional.
Otros repositorios
Las áreas de trabajo permiten integración con dos repositorios Git hasta el momento (19-09-2024), Azure DevOps y GitHub. veamos algunas comparaciones entre las plataformas:
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Si queres saber más sobre la integración con Azure DevOps podes ver este post.
Así completamos nuestro artículo para conectar un repositorio GitHub con un Área de trabajo. ¿Cual usar? depende de cada organización respecto de que tecnología se adaptaría mejor o cual están usando actualmente.
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thedimensionxyz · 2 months ago
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#00248
If you've ever come across a GitHub project site and wondered what it was all about (or just how to download the project), then this course by Stephen Ulibarri is a great short course.
My plan is to use both GitHub and Perforce as follows:
GitHub: for building Unreal Engine from source and testing out C++ code
Perforce (Helix Core): for Unreal Engine projects and its assets (eg. Houdini files)
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hostnextra · 6 months ago
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its-kiran · 2 years ago
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newcodesociety · 10 months ago
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space--continuum · 2 years ago
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Git explained like video games! 🎮
art.png art2.png art-final.png dkfjsdfjioksd.png 😭😭😭
Does this look familiar? Let me show you an awesome tool called GitHub Desktop
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tamcode2023 · 2 years ago
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رفع ملفاتك على GitHub باستخدام Visual Studio Code
تريد رفع ملفات مشروعك على GitHub ولكن ليس لديك مهارة الـ Command line, إليك أسهل طريقة للتعامل المباشر بين Visual Studio Code & GitHub. مشكلة عند رفع الملفات على GitHub الكثير من المبرمجين المبتدأين تواجههم صعوبة في رفع ملفات المشروع علي موقع GitHub, وكثيراً ما تحدث أخطاء في الملفات وفي مسارات المجلدات. لا أستطيع استخدام الـ Command line فإذا كنت من مستخدمي Visual Studio Code, فهناك مساحة…
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