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I think the Compiler, CompileSpec, PlayCompileSpec, etc are all unnecessary abstractions.
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Currently GameObject/Unit classes handle too much specific case stuff.
This is the short list of features that should be moved to more specific classes/interfaces.
GameObject:
- [x] Target -> AI…
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Hey 👋🏻 Recently took a lot of inspiration from this on a project I worked on recently. Great tool! :D
Two of the common issues I came across was using styled components `as={MyComponent}` and compo…
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some kind of macro, like java [mapstruct](https://mapstruct.org/) for super basic struct-struct isos
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What is abstraction?
There are three ways to see this:
1/ Creating equivalences (quotienting / equivalence classes)
2/ Focussing on what is important and ignoring the unimportant
3/ Creating a m…
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```
To allow for the use of a different caching implementation create an
abstraction for the CacheManager and Ehcache APIs. It would be good where
possible to use matching APIs from the JSR-107 spec…
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```
To allow for the use of a different caching implementation create an
abstraction for the CacheManager and Ehcache APIs. It would be good where
possible to use matching APIs from the JSR-107 spec…
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```
To allow for the use of a different caching implementation create an
abstraction for the CacheManager and Ehcache APIs. It would be good where
possible to use matching APIs from the JSR-107 spec…
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If you have a look at the [Lejos API](http://www.lejos.org/ev3/docs/), you'll see a bunch of `lejos.hardware` packages that provide very similar functionality to the ev3dev API. But there are also a …
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1. Implement proper modulation for
a. Finality Provider
b. Staking
c. Unbonding
d. Withdraw
2. Add proper interfaces and abstractions for all the components
3. Make sure the architecture is se…