DeveloperBreeze

Try-Catch for Exception Handling

javascript
try {
    // Code that may throw an exception
    throw new Error('An error occurred.');
} catch (error) {
    // Handle the exception
    console.error(error.message);
}

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Configuring SQLAlchemy with PostgreSQL on Heroku: A Quick Guide

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How To enable all error debugging in PHP

<?php
// Turn on all error reporting
error_reporting(E_ALL);

// Display errors
ini_set('display_errors', 1);

// Optionally, you can log errors instead of displaying them
// ini_set('log_errors', 1);
// ini_set('error_log', '/path/to/php-error.log');

echo "Error reporting is enabled.";
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  • ini_set('display_errors', 1);: Ensures that errors are displayed in the browser.
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How to Paste in an SSH Terminal Without a Mouse

  • Copy and Paste in tmux:
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  • Paste: Ctrl + B then ].

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javascript nodejs

Vite vs Webpack

  • Vite: Vite comes with a simpler configuration out of the box. It’s opinionated, meaning it has built-in best practices and defaults, making it easier to get started with.
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GraphQL API Server with Node.js and Apollo Server

   npm install express apollo-server-express graphql

Create an index.js file and add the following code:

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React Custom Hook for API Requests

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Unity Player Controller Blueprint

using UnityEngine;

// Basic player controller for Unity
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
    [Header("Player Settings")]
    public float moveSpeed = 5f;
    public float jumpHeight = 2f;
    public float gravity = -9.81f;
    public Transform cameraTransform;

    private CharacterController characterController;
    private Vector3 velocity;
    private bool isGrounded;

    void Start()
    {
        characterController = GetComponent<CharacterController>();
    }

    void Update()
    {
        MovePlayer();
        RotateCamera();
    }

    void MovePlayer()
    {
        // Check if the player is on the ground
        isGrounded = characterController.isGrounded;
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        {
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        }

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        float moveX = Input.GetAxis("Horizontal");
        float moveZ = Input.GetAxis("Vertical");

        // Calculate movement direction
        Vector3 move = transform.right * moveX + transform.forward * moveZ;
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        // Jumping logic
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    void RotateCamera()
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        float mouseY = Input.GetAxis("Mouse Y");

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        // Rotate camera along the x-axis
        cameraTransform.Rotate(Vector3.left * mouseY);
    }
}
  • Animation Integration: Add animator components and trigger animations based on movement and jump states.
  • Advanced Physics: Integrate more complex physics interactions, such as slopes or surface friction.
  • Networking: Adapt the controller for multiplayer environments using Unity’s networking solutions.

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