Module descriptors concept in redux-orm - redux

Found enough interesting library Redux-orm for redux. Uses redux storage like database.
Who uses this library, please advice - what means module descriptors here?
With examples, please.
Because there is no detailed documentation and examples about it.
Thanks.
Link for documentation

Disclaimer: I'm the current Redux-ORM maintainer.
There's an amazing blog post series called Practical Redux written by Mark Erikson where he gives a detailed introduction to Redux-ORM. It's a tiny bit outdated but still solid information. But our Readme, mostly written by the original author Tommi Kaikkonen, is also a reliable (and more future-proof) source. We should definitely provide additional step-by-step documentation documentation on a dedicated site. That's mainly a manpower issue.
Your links refer to our JSDoc documentation which is automatically generated from our source code and comments in there. The descriptors module is an internal part of Redux-ORM that currently provides the code for relationship accessors. For instance, author.books would call the backwardsManyToOneDescriptor to resolve an author's books (if we assume that books can only be written by one author). You don't need to know how this works for using the library, though.

Related

is there any complete minecraft forge documentation anywhere?

While it doesn't appear that this is a duplicate based on my searches, I'm sure other people have complained about this in many places.
I play minecraft and know java pretty well, so I thought it would be interesting to make mods with the minecraft forge. However, most tutorials are outdated or incomplete and I can't find a complete documentation. Now, if someone says, for instance, that existing blocks can be accessed through the Blocks class, I don't know what package that class is in. My more specific question was about modifying the properties of TNT(I wanted to do this as a test mod). Based on what I've been able to scrounge from various forums, using reflection on existing blocks in the game is possible, and what I found surrounding food would suggest there is a class for TNT somewhere that can be modified to boost its power. Just so someone can explain the not-well-explained principles of forge mod making, where would I find this TNT-related class that I could use reflection on, and how would I go about doing that(I've never done stuff with reflection before)?
To be clear, I've gotten forge minecraft all set up, I don't need an explanation of that. Just how to modify the properties of TNT(and hopefully this explanation will help me understand some broader principles)
I've been using https://nekoyue.github.io/ForgeJavaDocs-NG/ for a while. It has 1.12.2, 1.13.2, 1.14.4, 1.15.2, 1.16.5 and 1.17.1
I've been looking for a complete documentation/tutorial too, and I haven't fount a lot of stuff to be clear, but I found a wiki that might be useful. Here it is if you want to check it out:
Mcjty's wiki: https://wiki.mcjty.eu/modding/index.php?title=Main_Page
Forge's official documentation can be found here, versions:
1.15.x
1.16.x
1.17.x

Which WordPress Developer Documentation is More Up-to-date? codex.wordpress.org or developer.wordpress.org

I have come across WordPress developer documentation at codex.wordpress.org and developer.wordpress.org. They both have documentation on plugins and themes. Since I don't know the history of the wordpress.org website, I don't know which set of documentation is most up-to-date.
developer.wordpress.org is newer and more up-to-date than codex.wordpress.org. The latter exists because it's more complete documentation wise. Codex is likely to go away once the former catches up.
Either one you use should be fine, though. Most deprecated functions have been clearly identified / documented in Codex.
I have now confirmed what #cabrerahector and others have said is correct.
If you are looking for tutorial-like (aka handbook) information (useful when learning WordPress), then developer.wordpress.org does a better job.
If you are looking for reference information then both are useful, in its current state. I usually reach out to developer.wordpress.org first.
I've found that the codex.wordpress.org variation does a better job at listing related functions. When looking at a function reference in developer.wordpress.org, there is a "Related" section that lists the functions used by the function and a list of functions that call the function but it rarely gives a complete list of the related functions. Take the documentation for the get_stylesheet_directory function as an example. See the developer.wordpress.org variation at https://developer.wordpress.org/reference/functions/get_stylesheet_directory/ and the codex variation at https://codex.wordpress.org/Function_Reference/get_stylesheet_directory. Notice that the developer.wordpress.org variation does NOT list any of the following related functions: get_stylesheet_directory_uri, get_stylesheet_uri, get_template_directory, get_template_directory_uri, get_theme_file_path, or get_theme_file_uri among others.
The developer.wordpress.org variation appears to be auto-generated from the source code. Some functions have an #see annotation which shows up in the online documentation.
The developer.wordpress.org variation includes the source code which has been useful.
It looks like the server two different purposes. The codex contains a lot of information in and around wordpress. The developer documentation seems to be a quick reference to functions and source code locations, likely for those hardcore wordpress developers who don't want to wade through the full codex.
Thats what it appears to me, but I simple just compared wp_query on both, and received vastly different results.
https://codex.wordpress.org/Class_Reference/WP_Query
https://developer.wordpress.org/reference/classes/wp_query/
in fact https://developer.wordpress.org is a handbook for those who don't want to read a page with details and explanation (https://codex.wordpress.org).
developer.wordpress has a quick reference for developers.

Docs for harfbuzz-ng or API details

I was working on harbuzz old one. now a new version of harbuzz-ng has came. now this structure is completely changes in comparison of old code. Without API docs its really hard to work/use this library. I google about it but didnot find any relavent details.
How can i start using it. Any test program to understand the input and output for this library.
If anybody have a test /hello world type from or any reference docs for API please share.
Some good and simple examples are listed on Harfbuzz wiki, 1, 2
I suggest you a higher level library, Pango if you need layout things like line wrap and I guess you would find better doucmentation for it than HarfBuzz itself.
You may have a look at State of Text Rendering also.
adding to the above examples i have also made and collected some sample harfbuzz examples which you can find it here
this link https://lazka.github.io/pgi-docs/HarfBuzz-0.0/index.html might aid you
I would say you should read all Harfbuzz mail archives
plus go to harfbuzz github acc try reading pr and issues threads.
at last due to scarcity of documentations,the only doc you got is the sourcecode itself :P

How to find other built-in DWT fields?

Within a DWT Template Building Block, we can use a few "free" variables such as ##Component.Title## or ##Component.ID## as well as built-in DWT functions.
I didn't realize we can also get a component's schema description with ##Component.Description## or ##Description##.
The out-of-the-box Default Dreamweaver Component Design has a good set of examples, along with the Tridion Cook book's iteration example, and SDL Live Content.
How else could I find other allowed built-in DWT functions and variables, programmatic or otherwise?
In other words, I wouldn't have thought ##Description## was even available in DWT without seeing an example first (not that I have a use for it yet).
Edit (June 8, 2013): I did find additional information on SDL Live Content (requires login). We can of course use available Package variables as described in the documentation.
Researching a bit, I found that if we go to the tridion.contenmanager.config file, we will discover the node, which references to the Dreamweaver mediator type:
<mediator matchMIMEType="text/x-tcm-dreamweaver" type="Tridion.ContentManager.Templating.Dreamweaver.DreamweaverMediator" />
This namespace can be found inside Tridion.ContentManager.Templating.dll
Decompiling is the best way to find out what is inside and learn something. Since it is .Net code, that will not be a problem, there is many free good tools available. I'm using lately JustDecompile
I did not go too deep into the code, but I can see that there is a TridionObjectSource class, with a number of Constants for reserved words, like:
ReservedNameTitle
ReservedNameDescription
Searching where this constants are used on the code, can help to better understand what they do, and the way the Dreamweaver Mediator works inside.
Seems like an interesting learning exercise
I take it that you've searched the documentation for the answer and come up empty. I suggest that you go to the relevant part of the LiveContent documentation and add a comment. This will reach the documentation team directly, and I'm sure they'll be very interested to hear of a feature that isn't properly covered. With a bit of luck they'll update it, and you'll have done us all a favour.
I have some sympathy for the "help yourself" approach too, but if you find a feature by your own analysis of the software, and it gets removed in a later release, you won't have a leg to stand on to complain about this. So help Tridion to get the feature documented, and then it's there to use with confidence.

Sqlite bindings for OCaml

I have been looking for SQLite bindings for OCaml. I stumbled upon ocaml-sqlite3 which looks good and current, but there is no documentation whatsoever about how to use it.
There is some very old documentation (API reference only) of an obsolete ocaml-sqlite binding that was discontinued in 2004. But it really doesn't look current and probably is already quite different from the updated version I found (listed in the above link).
I was just wondering if anybody has some documentation, examples or clue at all of how these libraries work. I could go through the code, but I'd like to keep that option as the last resource.
Howdy. The ocaml-sqlite3 library you mentioned does, in fact, have documention; you just have to build it with make doc. It's included in the comments in the .mli file as well; you can have a look here: http://hg.ocaml.info/release/ocaml-sqlite3/file/b28bff3ff215/sqlite3.mli . I realize it's basically just an API reference, but it looks fairly comprehensive.
In addition to phooji's answer, please note that the API follows closely the C sqlite library. Thus, any Sqlite book should help you to use the OCaml binding. And you are correct about which version to use; the one here: http://www.ocaml.info/home/ocaml_sources.html.

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