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https://www.youtube.com/watch?v=zL8cz2W0z34&list=PLNG_1j3cPCaZZ7etkzWA7JfdmKWT0pMsa&index=11 | Interactive playgrounds with React - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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공개"},"image":{"decoratedAvatarViewModel":{"avatar":{"avatarViewModel":{"image":{"sources":[{"url":"https://yt3.ggpht.com/DJIbJ3QUkJtPZqV7dn1kc2_0s6IDvi8-ALURPPbdC1QeVOjQ3bqSlyUTJqWvsPJ-dzVJHQE3=s68-c-k-c0x00ffffff-no-rj","width":68,"height":68}]},"avatarImageSize":"AVATAR_SIZE_M"}},"a11yLabel":"AI 콘텐츠 마스터 세인투 채널로 이동","rendererContext":{"commandContext":{"onTap":{"innertubeCommand":{"clickTrackingParams":"CIUCENTEDBgBIhMIoID_9pCIkgMVWlI4BR2JZwyZygEEyEExWg==","commandMetadata":{"webCommandMetadata":{"url":"/@AI%EB%A7%88%EC%8A%A4%ED%84%B0_%EC%84%B8%EC%9D%B8%ED%88%AC","webPageType":"WEB_PAGE_TYPE_CHANNEL","rootVe":3611,"apiUrl":"/youtubei/v1/browse"}},"browseEndpoint":{"browseId":"UCU2XQH56ZZFUbpeuPr4jzrg","canonicalBaseUrl":"/@AI%EB%A7%88%EC%8A%A4%ED%84%B0_%EC%84%B8%EC%9D%B8%ED%88%AC"}}}}}}},"metadata":{"contentMetadataViewModel":{"metadataRows":[{"metadataParts":[{"text":{"content":"AI 콘텐츠 마스터 세인투"}}]},{"metadataParts":[{"text":{"content":"조회수 3.5만회"}},{"text":{"content":"3주 전"}}]}],"delimiter":" • "}},"menuButton":{"buttonViewModel":{"iconName":"MORE_VERT","onTap":{"innertubeCommand":{"clickTrackingParams":"CIYCEPBbIhMIoID_9pCIkgMVWlI4BR2JZwyZygEEyEExWg==","showSheetCommand":{"panelLoadingStrategy":{"inlineContent":{"sheetViewModel":{"content":{"listViewModel":{"listItems":[{"listItemViewModel":{"title":{"content":"현재 재생목록에 추가"},"leadingImage":{"sources":[{"clientResource":{"imageName":"ADD_TO_QUEUE_TAIL"}}]},"rendererContext":{"loggingContext":{"loggingDirectives":{"trackingParams":"CIkCEP6YBBgAIhMIoID_9pCIkgMVWlI4BR2JZwyZ","visibility":{"types":"12"}}},"commandContext":{"onTap":{"innertubeCommand":{"clickTrackingParams":"CIkCEP6YBBgAIhMIoID_9pCIkgMVWlI4BR2JZwyZygEEyEExWg==","commandMetadata":{"webCommandMetadata":{"sendPost":true}},"signalServiceEndpoint":{"signal":"CLIENT_SIGNAL","actions" | 2026-01-13T08:48:43 |
https://docs.suprsend.com/reference/cli-schema-generate-types | Generate Types - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Versioning Versioning and Support Policy CLI Changelog Getting Started with CLI CLI Overview BETA Quickstart Installation Authentication Enable Autocompletion Global Flags Profile Commands and Flags Add Profile Use Profile List Profile Modify Profile Remove Profile Sync Sync Assets Workflow Commands and Flags List Workflows Pull Workflows Push Workflows Enable Workflow Disable Workflow Schema Commands and Flags List Schemas Pull Schemas Push Schemas Commit Schema Generate Types Event Commands and Flags List Events Pull Events Push Events Preference Category Commands and Flags List Categories Pull Categories Push Categories Commit Categories List Category Translations Pull Category Translations Push Category Translations Translation Commands and Flags List Translations Pull Translations Push Translations Commit Translations Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Schema Generate Types Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Schema Generate Types OpenAI Open in ChatGPT Generate type definitions from all enabled SuprSend schemas in a workspace. OpenAI Open in ChatGPT The generate-types command creates type definition files in a given language for all enabled SuprSend schemas from a specified workspace. Syntax Copy Ask AI suprsend generate-types < languag e > --output-file < output-fil e > [flags] Arguments: Argument Description <language> The programming language to generate types for. Supported languages - typescript , go , python , java , kotlin , swift , dart --output-file Path to the output file where types will be generated (required) Flags Flag Description Default -h, --help Show help for the command – --output-file string Output file for generated types – --build-flags string Flags to generate types in a certain way (e.g. --zod for TypeScript) – --mode string Mode of schema to fetch (draft, live) live --workspace string Workspace to get schemas from staging Example python typescript go java kotlin swift dart Copy Ask AI # Generate TypeScript types from all enabled schemas in staging workspace suprsend generate-types python --output-file suprsend-types.py # Generate Python types with Pydantic in production workspace suprsend generate-types python --pydantic --workspace production Was this page helpful? Yes No Suggest edits Raise issue Previous Commands and Flags Reference for managing events in the SuprSend CLI. Next ⌘ I x github linkedin youtube Powered by On this page Syntax Flags Example | 2026-01-13T08:48:43 |
https://ja.react.dev/learn | クイックスタート – React React v 19.2 Search ⌘ Ctrl K Learn Reference Community Blog スタートガイド クイックスタート チュートリアル:三目並べ React の流儀 インストール React アプリの作成 ゼロからの React アプリ構築 既存プロジェクトに React を追加する セットアップ エディタのセットアップ TypeScript の使用 React Developer Tools React Compiler はじめに インストール 段階的な導入 デバッグとトラブルシューティング REACT を学ぶ UI の記述 初めてのコンポーネント コンポーネントのインポートとエクスポート JSX でマークアップを記述する JSX に波括弧で JavaScript を含める コンポーネントに props を渡す 条件付きレンダー リストのレンダー コンポーネントを純粋に保つ UI をツリーとして理解する インタラクティビティの追加 イベントへの応答 state:コンポーネントのメモリ レンダーとコミット state はスナップショットである 一連の state の更新をキューに入れる state 内のオブジェクトの更新 state 内の配列の更新 state の管理 state を使って入力に反応する state 構造の選択 コンポーネント間で state を共有する state の保持とリセット state ロジックをリデューサに抽出する コンテクストで深くデータを受け渡す リデューサとコンテクストでスケールアップ 避難ハッチ ref で値を参照する ref で DOM を操作する エフェクトを使って同期を行う そのエフェクトは不要かも リアクティブなエフェクトのライフサイクル エフェクトからイベントを分離する エフェクトから依存値を取り除く カスタムフックでロジックを再利用する Is this page useful? Learn React クイックスタート React ドキュメントへようこそ! このページでは、日々の開発で使用する React のコンセプトのうち 80% の部分を紹介します。 このページで学ぶこと コンポーネントの作成とネスト マークアップとスタイルの追加 データの表示 条件分岐とリストのレンダー イベントへの応答と画面の更新 コンポーネント間でのデータの共有 コンポーネントの作成とネスト React アプリは コンポーネント で構成されています。コンポーネントとは、独自のロジックと外見を持つ UI(ユーザインターフェース)の部品のことです。コンポーネントは、ボタンのような小さなものである場合も、ページ全体を表す大きなものである場合もあります。 React におけるコンポーネントとは、マークアップを返す JavaScript 関数です。 function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } MyButton を宣言したら、別のコンポーネントにネストできます。 export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } <MyButton /> が大文字で始まっていることに注意してください。こうすることで、React のコンポーネントであるということを示しています。React のコンポーネント名は常に大文字で始める必要があり、HTML タグは小文字でなければなりません。 結果を見てみましょう。 App.js App.js Reload Clear Fork function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Show more export default キーワードは、ファイル内のメインコンポーネントを指定しています。このような JavaScript の構文に関して分からない部分があれば、 MDN や javascript.info に素晴らしいリファレンスがあります。 JSX でマークアップを書く 上で見たマークアップ構文は、 JSX と呼ばれるものです。使用は任意ですが、その便利さゆえにほとんどの React プロジェクトでは JSX が使用されています。 ローカル開発におすすめのツール は、すべて JSX に対応しています。 JSX は HTML より構文が厳格です。 <br /> のようにタグは閉じる必要があります。また、コンポーネントは複数の JSX タグを return することはできません。 <div>...</div> や空の <>...</> ラッパのような共通の親要素で囲む必要があります。 function AboutPage ( ) { return ( < > < h1 > About </ h1 > < p > Hello there. < br /> How do you do? </ p > </ > ) ; } JSX に変換しないといけない HTML がたくさんある場合は、 オンラインコンバータ を使うことができます。 スタイルの追加 React では、CSS クラスを className で指定します。HTML の class 属性と同じ方法で動作します。 < img className = "avatar" /> そして、別の CSS ファイルに対応する CSS ルールを記述します: /* In your CSS */ .avatar { border-radius : 50 % ; } React には CSS ファイルの追加方法に関する規則はありません。最も単純なケースでは、HTML に <link> タグを追加します。ビルドツールやフレームワークを使っている場合は、そちらのドキュメントを参照して、プロジェクトに CSS ファイルを追加する方法を確認してください。 データの表示 JSX を使うことで、JavaScript 内にマークアップを入れることができます。波括弧を使うことで、逆に JSX の中から JavaScript に「戻る」ことができ、コード内の変数を埋め込んでユーザに表示することができます。たとえば、以下は user.name を表示します: return ( < h1 > { user . name } </ h1 > ) ; JSX の属性 (attribute) の部分から JavaScript に「戻る」こともでき、その場合引用符の 代わりに 波括弧を使う必要があります。例えば、 className="avatar" は CSS クラスとして "avatar" 文字列を渡すものですが、 src={user.imageUrl} は JavaScript の user.imageUrl 変数の値を読み込み、その値を src 属性として渡します: return ( < img className = "avatar" src = { user . imageUrl } /> ) ; JSX の波括弧の中にもっと複雑な式を入れることもできます。例えば、 文字列の連結 ができます: App.js App.js Reload Clear Fork const user = { name : 'Hedy Lamarr' , imageUrl : 'https://i.imgur.com/yXOvdOSs.jpg' , imageSize : 90 , } ; export default function Profile ( ) { return ( < > < h1 > { user . name } </ h1 > < img className = "avatar" src = { user . imageUrl } alt = { 'Photo of ' + user . name } style = { { width : user . imageSize , height : user . imageSize } } /> </ > ) ; } Show more 上記の例では、 style={{}} は特別な構文ではなく、 style={ } という JSX の波括弧内にある通常の {} オブジェクトです。スタイルが JavaScript 変数に依存する場合は、 style 属性を使うことができます。 条件付きレンダー React には、条件分岐を書くための特別な構文は存在しません。代わりに、通常の JavaScript コードを書くときに使うのと同じ手法を使います。例えば、 if ステートメントを使って条件付きで JSX を含めることができます: let content ; if ( isLoggedIn ) { content = < AdminPanel /> ; } else { content = < LoginForm /> ; } return ( < div > { content } </ div > ) ; コンパクトなコードをお望みの場合は、 条件 ? 演算子 を使用できます。 if とは異なり、JSX の中で動作します。 < div > { isLoggedIn ? ( < AdminPanel /> ) : ( < LoginForm /> ) } </ div > else 側の分岐が不要な場合は、短い 論理 && 構文 を使用することもできます。 < div > { isLoggedIn && < AdminPanel /> } </ div > これらのアプローチはすべて、属性を条件付きで指定する場合にも機能します。このような JavaScript 構文の一部に慣れていないという場合、最初は常に if...else を使用することにしても構いません。 リストのレンダー コンポーネントのリストをレンダーする場合は、 for ループ や 配列の map() 関数 といった JavaScript の機能を使って行います。 例えばこのような商品の配列があるとします: const products = [ { title : 'Cabbage' , id : 1 } , { title : 'Garlic' , id : 2 } , { title : 'Apple' , id : 3 } , ] ; コンポーネント内で、 map() 関数を使って商品の配列を <li> 要素の配列に変換します: const listItems = products . map ( product => < li key = { product . id } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; <li> に key 属性があることに注意してください。リスト内の各項目には、兄弟の中でそれを一意に識別するための文字列または数値を渡す必要があります。通常、key はデータから来るはずで、データベース上の ID などが該当します。React は、後でアイテムを挿入、削除、並べ替えることがあった際に、何が起こったかを key を使って把握します。 App.js App.js Reload Clear Fork const products = [ { title : 'Cabbage' , isFruit : false , id : 1 } , { title : 'Garlic' , isFruit : false , id : 2 } , { title : 'Apple' , isFruit : true , id : 3 } , ] ; export default function ShoppingList ( ) { const listItems = products . map ( product => < li key = { product . id } style = { { color : product . isFruit ? 'magenta' : 'darkgreen' } } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; } Show more イベントに応答する コンポーネントの中で イベントハンドラ 関数を宣言することで、イベントに応答できます: function MyButton ( ) { function handleClick ( ) { alert ( 'You clicked me!' ) ; } return ( < button onClick = { handleClick } > Click me </ button > ) ; } onClick={handleClick} の末尾に括弧がないことに注意してください! そこでイベントハンドラ関数を 呼び出す わけではありません。 渡すだけ です。ユーザがボタンをクリックしたときに、React がイベントハンドラを呼び出します。 画面の更新 しばしば、コンポーネントに情報を「記憶」させて表示したいことがあります。例えば、ボタンがクリックされた回数を数えて覚えておきたい場合です。これを行うには、コンポーネントに state を追加します。 まず、React から useState をインポートします。 import { useState } from 'react' ; これで、コンポーネント内に state 変数 を宣言できます: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; // ... useState からは 2 つのものが得られます。現在の state ( count ) と、それを更新するための関数 ( setCount ) です。名前は何でも構いませんが、慣習的には [something, setSomething] のように記述します。 ボタンが初めて表示されるとき、 count は 0 になります。これは useState() に 0 を渡したからです。state を変更したいときは、 setCount() を呼び出し、新しい値を渡します。このボタンをクリックすると、カウンタが増加します: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } React は、再度コンポーネントの関数を呼び出します。今度は count が 1 になっています。次の呼び出しでは 2 になっています。次々と増えていきます。 同じコンポーネントを複数の場所でレンダーした場合、それぞれが独自の state を持ちます。それぞれのボタンを個別にクリックしてみてください: App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } Show more 各ボタンがそれぞれ count という state を「記憶」し、他のボタンに影響を与えないことに注意してください。 フックの使用 use で始まる関数は、 フック (Hook) と呼ばれます。 useState は React が提供する組み込みのフックです。 API リファレンス で他の組み込みフックを見ることができます。また、既存のフックを組み合わせて独自のフックを作成することもできます。 フックには通常の関数より多くの制限があります。フックはコンポーネントの トップレベル (または他のフック内)でのみ呼び出すことができます。条件分岐やループの中で useState を使いたい場合は、新しいコンポーネントを抽出してそこに配置します。 コンポーネント間でデータを共有する 前述の例では、それぞれの MyButton が独立した count を持っており、ボタンがクリックされるたびにクリックされたボタンの count だけが変更されました。 最初、それぞれの MyButton の count は 0 1 番目の MyButton が count を 1 に更新 ただし、コンポーネント間で データを共有し、常に一緒に更新したい ということもよくあります。 両方の MyButton コンポーネントが同じ count を表示し、一緒に更新されるようにするには、状態を個々のボタンから「上に」移動して、それらすべてを含む最も近いコンポーネントに入れます。 この例では、 MyApp がそれです: 最初、 MyApp の count は 0 で、どちらの子もそれを受け取っている。 クリック時に MyApp が count を 1 に更新し、それが両方の子に渡される こうすれば、どちらのボタンをクリックしても、 MyApp の count が更新され、連動して MyButton の両方のカウントが更新されるでしょう。以下は、コードでこれを表現する方法です。 まず、 MyButton から MyApp に、 state の移動 を行います。 export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { // ... we're moving code from here ... } 次に、 MyApp から各 MyButton に state を渡し 、共有のクリックハンドラも一緒に渡します。以前に <img> のような組み込みタグで行ったときと同様、JSX の波括弧を使うことで MyButton に情報を渡すことができます。 export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } このように渡される情報は props と呼ばれます。 MyApp コンポーネントは count 状態と handleClick イベントハンドラを保持しており、それらを どちらも props として 各ボタンに渡します。 最後に、 MyButton を変更して、親コンポーネントから渡された props を 読み込む ようにします。 function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } ボタンをクリックすると、 onClick ハンドラが発火します。各ボタンの onClick プロパティは MyApp 内の handleClick 関数となっているので、その中のコードが実行されます。そのコードは setCount(count + 1) を呼び出し、 count という state 変数をインクリメントします。新しい count の値が各ボタンに props として渡されるため、すべてのボタンに新しい値が表示されます。この手法は「state のリフトアップ(持ち上げ)」と呼ばれています。リフトアップすることで、state をコンポーネント間で共有できました。 App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } Show more 次のステップ これで、React のコードを書く基本が分かったことになります! チュートリアル をチェックして、これらの概念を実践し、React を使った最初のミニアプリを作成しましょう。 Next チュートリアル:三目並べ Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 React を学ぶ クイックスタート インストール UI の記述 インタラクティビティの追加 state の管理 避難ハッチ API リファレンス React APIs React DOM APIs コミュニティ 行動規範 チーム紹介 ドキュメント貢献者 謝辞 More ブログ React Native プライバシー 利用規約 このページの内容 概要 コンポーネントの作成とネスト JSX でマークアップを書く スタイルの追加 データの表示 条件付きレンダー リストのレンダー イベントに応答する 画面の更新 フックの使用 コンポーネント間でデータを共有する 次のステップ | 2026-01-13T08:48:43 |
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programming # ai # career # devrel 48 reactions Comments 20 comments 11 min read Prose Linting for Technical Teams: What Grammarly Can’t Do Blessing Olaoye Blessing Olaoye Blessing Olaoye Follow Nov 28 '25 Prose Linting for Technical Teams: What Grammarly Can’t Do # devtools # devrel # documentation # technicalcontent Comments Add Comment 5 min read "Career Ladder is an Inverted Triangle" Bias sta sta sta Follow Dec 19 '25 "Career Ladder is an Inverted Triangle" Bias # career # devrel # management # teamwork Comments Add Comment 4 min read My Second Semester of 2025 Soumaya Erradi Soumaya Erradi Soumaya Erradi Follow Dec 29 '25 My Second Semester of 2025 # devrel # community # recap 2 reactions Comments Add Comment 5 min read How I Automated My GitHub Profile (And You Can Too) Nick Taylor Nick Taylor Nick Taylor Follow Nov 30 '25 How I Automated My GitHub Profile (And You Can Too) # github # career # contentwriting # devrel 107 reactions Comments 37 comments 5 min read How I Built a Search Engine for my YouTube Channel using Elasticsearch Serverless Etop - Essien Emmanuella Ubokabasi Etop - Essien Emmanuella Ubokabasi Etop - Essien Emmanuella Ubokabasi Follow Dec 24 '25 How I Built a Search Engine for my YouTube Channel using Elasticsearch Serverless # 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David Aronchick David Aronchick David Aronchick Follow Nov 25 '25 While We're Measuring Developer Productivity, Won't Someone Think of the Data Engineers? # dataengineering # devrel # productivity # observability Comments Add Comment 9 min read How I Built a Search Engine for my YouTube Channel using Elasticsearch Serverless Etop - Essien Emmanuella Ubokabasi Etop - Essien Emmanuella Ubokabasi Etop - Essien Emmanuella Ubokabasi Follow Dec 24 '25 How I Built a Search Engine for my YouTube Channel using Elasticsearch Serverless # elasticsearch # tutorial # devrel # nextjs Comments Add Comment 2 min read loading... trending guides/resources How I Automated My GitHub Profile (And You Can Too) 2025 in Review: Growth, Grief, and the Cost of Momentum Why Every Conference Needs a Nursing Room Automate Content Quality with VectorLint GitHub Action How I Built a Search Engine for my YouTube Channel using Elasticsearch Serverless Open Source, Open Heart: My Next Big Step Who's hiring — December 2025 Laid Off on the First Workday of the Year—and What Came Next From DevOps to Developer Advocacy: Finding My Path in the Age of AI 5 Quick DevEx Audit Wins Python Multi-Currency Quantitative Strategy Framework: Design Concepts and Implementation Details Project vs Transject Why Explainable AI (XAI) in Finance is very critical Why I’m Learning Web3: A 60-Day Journey from Beginner to DevRel/Community Why Are DevRel Metrics So Siloed? Technical writing in the age of AI Who's hiring — November 2025 Decoupling Frontend Architectures: Nx + Private Registry Approach Why AI agents fail without a Data Layer Casual Agile: Agile as a Soft Skill 💎 DEV Diamond Sponsors Thank you to our Diamond Sponsors for supporting the DEV Community Google AI is the official AI Model and Platform Partner of DEV Neon is the official database partner of DEV Algolia is the official search partner of DEV DEV Community — A space to discuss and keep up software development and manage your software career Home DEV++ Podcasts Videos DEV Education Tracks DEV Challenges DEV Help Advertise on DEV DEV Showcase About Contact Free Postgres Database Software comparisons Forem Shop Code of Conduct Privacy Policy Terms of Use Built on Forem — the open source software that powers DEV and other inclusive communities. Made with love and Ruby on Rails . DEV Community © 2016 - 2026. We're a place where coders share, stay up-to-date and grow their careers. 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https://tr.react.dev/learn | Hızlı Başlangıç – React React v 19.2 Search ⌘ Ctrl K Öğren Referans Topluluk Blog BAŞLARKEN Hızlı Başlangıç Öğretici: Tic-Tac-Toe React'te Düşünmek Kurulum React Uygulaması Oluşturma Sıfırdan Bir React Uygulaması Oluşturun Mevcut Bir Projeye React Ekleme Yapılandırma Editor Kurulumu TypeScript Kullanımı React Geliştirici Araçları React Compiler Introduction Installation Incremental Adoption Debugging and Troubleshooting REACT ÖĞRENİN Kullanıcı Arayüzünü Tanımlama İlk Bileşeniniz Bileşenleri İçe ve Dışa Aktarma JSX ile İşaretleme (Markup) Yazma JSX içinde Süslü Parantezlerle JavaScript Bileşenlere Prop'ları Aktarma Koşullu Olarak Render Etmek Listeleri Render Etmek Bileşenleri Saf Tutmak Ağaç Olarak Kullanıcı Arayüzünüz Etkileşim Ekleme Olaylara Tepki Verme State: Bir Bileşenin Hafızası Render Et ve İşle Anlık Görüntü Olarak State State Güncellemelerinin Kuyruğa Alınması State İçerisindeki Nesneleri Güncelleme State İçerisindeki Dizileri Güncelleme State'i Yönetmek Girdiye State ile Reaksiyon Verme State Yapısını Seçme Bileşenler Arasında State Paylaşımı State'i Korumak ve Sıfırlamak State Mantığını Bir Reducer'a Aktarma Context ile Veriyi Derinlemesine Aktarma Reducer ve Context ile Ölçeklendirme Kaçış Yolları Ref ile Değerlere Referans Verme Ref'ler ile DOM Manipülasyonu Efektler ile Senkronize Etme Bir Efekte İhtiyacınız Olmayabilir Reacktif Efektlerin Yaşam Döngüsü Olayları Efektlerinden Ayırma Efekt Bağımlılıklarını Kaldırma Özel Hook'lar Kullanarak Mantığı Yeniden Kullanma Bu sayfa yararlı mı? React Öğrenin Hızlı Başlangıç React dökümantasyonuna hoş geldiniz! Bu sayfa, günlük olarak kullanacağınız React kavramlarının %80’ine giriş yapmanızı sağlayacaktır. Bunları öğreneceksiniz Bileşenler nasıl yaratılır ve iç içe koyulur Biçimlendirme(markup) ve still nasıl eklenir Veri nasıl gösterilir Koşullar ve listeler nasıl render edilir Olaylara nasıl cevap verilir ve ekran güncellenir Bileşenler arasında veri nasıl paylaşılır Bileşenleri yaratma ve iç içe koyma React uygulamaları bileşenlerden oluşur. Bileşen kendi mantığına ve görünüşüne sahip bir UI (kullanıcı arayüzü) parçasıdır. Bir bileşen bir buton kadar küçük ya da tam bir sayfa kadar büyük olabilir. React bileşenleri biçimlendirme(markup) döndüren JavaScript fonksiyonlarıdır: function MyButton ( ) { return ( < button > Ben bir butonum </ button > ) ; } MyButton bileşenini bildirdiğinize göre, başka bir bileşen içine koyabilirsiniz: export default function MyApp ( ) { return ( < div > < h1 > Uygulamama hoşgeldiniz </ h1 > < MyButton /> </ div > ) ; } <MyButton /> ’un büyük harf ile başladığına dikkat edin. Bu onun bir React bileşeni olduğunu belirtir. HTML elemanları küçük harf ile başlamak zorundayken, React bileşenleri her zaman büyük harfle başlamak zorundadır. Sonuçlara bir göz atın: App.js App.js Reload Clear Fork function MyButton ( ) { return ( < button > Ben bir butonum </ button > ) ; } export default function MyApp ( ) { return ( < div > < h1 > Uygulamama hoşgeldiniz </ h1 > < MyButton /> </ div > ) ; } Daha fazla göster export default anahtar kelimeleri dosyadaki ana bileşeni belirtir. Bazı JavaScript sözdizimlerine aşina değilseniz, MDN ve javascript.info siteleri güzel referanslara sahiptir. JSX ile biçimlendirme yazma Yukarıda gördüğünüz biçimlendirme sözdizimine JSX denir. Opsiyoneldir, ancak çoğu React projesi kolaylığından dolayı JSX kullanır. Yerel geliştirme için tavsiye ettiğimiz tüm araçlar JSX’i desteklemektedir. JSX, HTML’den daha katıdır. Elemanları <br /> gibi kapatmak zorundasınızdır. Aynı zamanda bileşeniniz birden fazla JSX elemanı döndüremez. Döndürmek isteğiniz elemanları <div>...</div> veya boş <>...</> gibi ortak bir üst eleman içine koymanız gerekmektedir: function AboutPage ( ) { return ( < > < h1 > Hakkında </ h1 > < p > Selamlar. < br /> Nasılsın? </ p > </ > ) ; } JSX’e aktaracak çok fazla HTML’iniz varsa, çevrimiçi bir dönüştürücü kullanabilirsiniz. Stil ekleme React’te, bir CSS class’ı belirtmek için className kullanılır. HTML class özelliği ile aynı şekilde çalışmaktadır: < img className = "avatar" /> Daha sonra CSS kurallarını ayrı bir CSS dosyasında yazarsınız: /* CSS dosyanızda */ .avatar { border-radius : 50 % ; } React, CSS dosyalarınız nasıl ekleyeceğinizi belirtmez. En basit durumda, HTML’inize bir <link> elemanı eklersiniz. Bir derleme aracı veya framework kullanıyorsanız, projenize nasıl CSS dosyası ekleyeceğinizi öğrenmek için dokümantasyonlara başvurun. Veri gösterme JSX, biçimlendirmeyi JavaScript’e dönüştürmenizi sağlar. Süslü parantezler, kodunuzdaki bazı değişkenleri gömebilmeniz ve bu değişkenleri kullanıcıya gösterebilmeniz için JavaScript’e “geri kaçmanızı” sağlar. Örneğin, bu kod user.name ’i gösterecktir: return ( < h1 > { user . name } </ h1 > ) ; Ayrıca JSX özelliklerinden “JavaScript’e kaçabilirsiniz” ancak tırnak işareti yerine süslü parentezleri kullanmak zorundasınızdır. Örneğin, className="avatar" ifadesi "avatar" string’ini CSS sınıfı olarak iletir ancak src={user.imageUrl} ifadesi user.imageUrl JavaScript değişken değerini okur ve src özelliği olarak o değeri iletir: return ( < img className = "avatar" src = { user . imageUrl } /> ) ; JSX süslü parentezleri içine daha karmaşık ifadeler koyabilirsiniz, örneğin, string birleştirme : App.js App.js Reload Clear Fork const user = { name : 'Hedy Lamarr' , imageUrl : 'https://i.imgur.com/yXOvdOSs.jpg' , imageSize : 90 , } ; export default function Profile ( ) { return ( < > < h1 > { user . name } </ h1 > < img className = "avatar" src = { user . imageUrl } alt = { 'Photo of ' + user . name } style = { { width : user . imageSize , height : user . imageSize } } /> </ > ) ; } Daha fazla göster Yukarıdaki örnekte style={{}} ifadesi özel bir sözdizimi değildir. style={ } JSX süslü parantezleri içinde sıradan bir {} nesnesidir. style özelliğini stilleriniz JavaScript değişkenlerine bağlı olduğunda kullanabilirsiniz. Koşullu render etme React’te, koşullu ifadeleri yazmanın özel bir sözdizimi yoktur. Onun yerine, sıradan JavaScript kodu yazarken kullandığınız aynı teknikleri kullanacaksınız. Örneğin, if ifadesini, koşullu olarak JSX’i dahil etmek için kullanabilirsiniz: let content ; if ( isLoggedIn ) { content = < AdminPanel /> ; } else { content = < LoginForm /> ; } return ( < div > { content } </ div > ) ; Daha kompakt bir kod tercih ediyorsanız koşullu ? operatörünü kullanabilirsiniz. if ifadesinin aksine, JSX’in içinde çalışır: < div > { isLoggedIn ? ( < AdminPanel /> ) : ( < LoginForm /> ) } </ div > else ifadesine ihtiyacınız olmadığında, daha kısa olan && sözdizimini de kullanabilirsiniz: < div > { isLoggedIn && < AdminPanel /> } </ div > Tüm bu yaklaşımlar koşullu olarak özelliklerin belirlenmesi için de çalışır. Eğer bu JavaScript sözdizimlerinden bazılarına yabancıysanız, her zaman if...else ifadelerini kullanarak başlayabilirsiniz. Listeleri render etme Bileşen listeleri oluşturmak için for döngüsü ve dizi map() fonksiyonu gibi JavaScript özelliklerini kullanacaksınız. Örneğin, bir dizi ürün listesine sahip olduğunuzu düşünelim: const products = [ { title : 'Lahana' , id : 1 } , { title : 'Sarımsak' , id : 2 } , { title : 'Elma' , id : 3 } , ] ; Bileşeniniz içinde map() fonksiyonunu kullanarak bir dizi ürünü bir dizi <li> öğesine dönüştürün: const listItems = products . map ( product => < li key = { product . id } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; <li> ’nin key özelliğine sahip olduğuna dikkat edin. Listedeki her bir öğe için, o öğeyi kardeşlerinden ayırt edecek bir string ya da sayı iletmenizi gereklidir. Genellikle, veritabanı ID’si gibi bir anahtar veriniz ile geliyor olmalıdır. React, daha sonra eğer yeni veri girerseniz, bir veriyi silerseniz ya da yeniden sıralarsanız ne olacağını bilmek için bu anahtarları kullanır. App.js App.js Reload Clear Fork const products = [ { title : 'Lahana' , isFruit : false , id : 1 } , { title : 'Sarımsak' , isFruit : false , id : 2 } , { title : 'Elma' , isFruit : true , id : 3 } , ] ; export default function ShoppingList ( ) { const listItems = products . map ( product => < li key = { product . id } style = { { color : product . isFruit ? 'magenta' : 'darkgreen' } } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; } Daha fazla göster Olaylara cevap verme Bileşenlerinizin içinde olay yöneticisi fonksiyonları bildirerek olaylara cevap verebilirsiniz: function MyButton ( ) { function handleClick ( ) { alert ( 'Bana tıkladın!' ) ; } return ( < button onClick = { handleClick } > Bana tıkla </ button > ) ; } onClick={handleClick} ifadesinin sonunda parantez olmadığına dikkat edin! Olay yöneticisi fonksiyonu çağırmayın : bu fonksiyonu sadece aşağıya iletmelisiniz . React, kullanıcı butona tıkladığı zaman olay yöneticisini çağıracaktır. Ekranı güncelleme Sık sık, bileşeninizin bazı bilgileri ekran göstermek için “hatırlamasını” isteyeceksiniz. Örneğin, bir butona kaç defa tıklandığını takip etmek istiyorsunuz. Bunu yapmak için bileşeninize state ekleyin. İlk olarak, React’ten useState çağırın: import { useState } from 'react' ; Şimdi bileşeniniz içinde bir state değişkeni bildirin: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; // ... useState ’ten iki şey alacaksınız: mevcut state ( count ) ve state’i güncellemenizi sağlayan ( setCount ). Burada istediğiniz isimleri verebilirsiniz ancak yaygın kullanış [something, setSomething] şeklindedir. Buton ilk defa görüntülendiğinde count değeri 0 olacaktır çünkü useState() ’e 0 değerini ilettiniz. State’i değiştirmek istediğinizde, setCount() ’u çağırın ve yeni değeri iletin. Bu butona tıklamak sayacı artıcaktır: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > { count } defa tıklandı </ button > ) ; } React bileşen fonksiyonunuzu yeniden çağıracaktır. Bu sefer count değeri 1 olacaktır. Daha sonra 2 . Ve bu böyle devam edecektir. Aynı bileşeni birden fazla render edersiniz, her biri kendi state’ine sahip olacaktır. Her butona ayrı ayrı tıklayın: App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { return ( < div > < h1 > Ayrı olarak güncellenen sayaçlar </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > { count } defa tıklandı </ button > ) ; } Daha fazla göster Her bir butonun kendi count state’ini “hatırladığına” ve diğerlerini etkilemediğine dikkat edin. Hook kullanmak use ile başlayan fonksiyonlara Hook denir. useState , React tarafından sağlanan bir Hook’tur. API referansında diğer yerleşik Hook’ları bulabilirsiniz. Aynı zamanda var olan Hook’ları kullanarak kendi Hook’unuzu da yazabilirsiniz. Hook’lar diğer fonksiyonlara göre daha kısıtlayıcıdırlar. Hook’ları bileşeninizin sadece en üst seviyesinde çağırabilirsiniz (ya da diğer Hook’ları). Eğer useState ’i bir koşul ya da döngü içinde kullanmak istiyorsanız, yeni bir bileşen oluşturun ve onun içine koyun. Bileşenler arasında veri paylaşma Bir önceki örnekte, her bir MyButton bileşeni kendi bağımsız count değerine sahipti ve her bir butona tıklandığında, sadece tıklanan butonun count değeri değişmekteydi: Başlangıçta, her bir MyButton ’un count state’i 0 ’dır. İlk MyButton bileşeni count değerini 1 ile değiştirir. Ancak çoğu zaman bileşenlerin veriyi paylaşması ve her zaman beraber güncellemesini isteriz. Her iki MyButton bileşeninin aynı count değerini göstermesi ve aynı anda güncellenmesi için state’i bireysel butonlardan “yukarı”, hepsini içeren en yakın bileşene taşımanız gerekmektedir. Bu örnekte hepsini içeren bileşen MyApp : Başlangıçta, MyApp ’in count state değeri 0 ’dır ve her iki alt elemana iletilmiştir. Tıklama ile, MyApp kendi count state’ini 1 ile günceller ve iki alt elemana iletir Şimdi hangi butona tıklarsanız tıklayın, MyApp içindeki count değişkeni değişecektir, ki bu da her iki MyButton bileşeni içideki count değerini güncelleyecektir. Bu anlattıklarımızı kod halinde nasıl göstereceğimizi aşağıda görebiliriz. İlk olarak, state’i MyButton ’dan MyApp ’ bileşenine olacak şekilde yukarı taşıyın: export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Birbirinden ayrı güncellenen sayaçlar </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { // ... kodu buradan taşıyoruz ... } Daha sonra, state’i MyApp bileşeninden her bir MyButton bileşenine ortak tıklama yönetecisi ile birlikte aşağı doğru iletin. MyButton bileşenine tıpkı yerleşik <img> elementinde yaptığımız gibi, bilgiyi JSX süslü parantezleri ile iletebilirsiniz: export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Beraber güncellenen sayaçlar </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } Bu şekilde aşağıya doğru ilettiğiniz bilgilere prop denmektedir. Artık MyApp bileşeni count state’ini ve handleClick olay yöneticisini içerir ve her bir butona bu ikisini prop olarak aşağı doğru iletir. Son olarak, MyButton bileşenini üst bileşenden ilettiğiniz prop’ları okuyacak şekilde düzenleyin: function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > { count } defa tıklandı </ button > ) ; } Butona tıkladığınız zaman, onClick yöneticisi çalışır. Her bir butonun onClick prop’una MyApp bileşeni içindeki handleClick fonksiyonu iletilmiştir ve butona tıklandığında fonksiyon içindeki kod çalışır. Bu kod setCount(count + 1) ifadesini çağırır ve count state değişkenini artırır. Yeni count değeri her bir butona prop olarak iletilir, böylelikle hepsi yeni değeri gösterir. Buna “state’in yukarı kaldırılması” denir. State’i yukarı kaldırarak, bileşenler arasında paylaşmış oldunuz. App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Beraber güncellenen sayaçlar </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > { count } defa tıklandı </ button > ) ; } Daha fazla göster Sonraki Adımlar Artık React kodunu yazmanın temellerini biliyorsunuz! Öğretici sayfasına giderek öğrendiklerinizi pratik yapabilir ve ilk mini React uygulamanızı yapabilirsiniz. Sonraki Öğretici: Tic-Tac-Toe Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 React Öğrenin Quick Start Installation Kullanıcı Arayüzünü Tanımlama Etkileşim Ekleme State'i Yönetmek Kaçış Yolları API Referansı React APIs React DOM APIs Topluluk Davranış Kuralları Takımla Tanışın Dokümantasyona Katkıda Bulunanlar Katkıda Bulunanlar Daha Fazlası Blog React Native Gizliik Şartlar Bu sayfada Genel Bakış Bileşenleri yaratma ve iç içe koyma JSX ile biçimlendirme yazma Stil ekleme Veri gösterme Koşullu render etme Listeleri render etme Olaylara cevap verme Ekranı güncelleme Hook kullanmak Bileşenler arasında veri paylaşma Sonraki Adımlar | 2026-01-13T08:48:43 |
https://docs.suprsend.com/docs/go-trigger-workflow-from-api | Trigger Workflow from API - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Developer Resources Overview Updates and Versioning Versioning and Support Policy SDK Changelog Authentication API Keys and Secrets Service Token Best Practices for Key & Token Management MCP Overview BETA Quickstart Tool List Building with LLMs Security Security SDKs and APIs SDKs SDK Overview SuprSend Backend SDK Python SDK Node.js SDK Java SDK Go SDK Integrate Go SDK Manage Users Send and Track Events Trigger Workflow from API Tenants Lists Broadcast SuprSend Client SDK Management API REST API Postman Collection Features Validate Trigger Payload Type Safety Testing Testing the Template Test Mode Monitoring and Logging Logs Data Out Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Go SDK Trigger Workflow from API Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Go SDK Trigger Workflow from API OpenAI Open in ChatGPT Learn how to trigger workflows using direct workflow API, with code snippets and examples. OpenAI Open in ChatGPT It is a unified API to trigger workflow and doesn’t require user creation before hand to trigger notification. Recommended for platforms transitioning their existing notifications to SuprSend. If you are using our frontend SDKs to configure notifications and passing events and user properties from third-party data platforms like Segment, then event-based trigger would be a better choice. Available in SDK version >= v0.5.1 Payload Schema Sample Payload Response Copy Ask AI package main import ( " log " suprsend " github.com/suprsend/suprsend-go " ) // Initialize SDK func main () { suprClient , err : = suprsend . NewClient ( "_workspace_key_" , "_workspace_secret_" ) if err != nil { log . Println ( err ) } _ = suprClient triggerWorkflowAPI ( suprClient ) } func triggerWorkflowAPI ( suprClient * suprsend . Client ) { // Create WorkflowRequest body wfReqBody : = map [ string ] interface {} { "workflow" : "_workflow_slug_" , "actor" : map [ string ] interface {} { "distinct_id" : "0fxxx8f74-xxxx-41c5-8752-xxxcb6911fb08" , "name" : "actor_1" , "$skip_create" : true , }, "recipients" : [] map [ string ] interface {} { // notify user { "distinct_id" : "0gxxx9f14-xxxx-23c5-1902-xxxcb6912ab09" , "$email" : [] string { " [email protected] " }, "name" : "recipient_1" , "$preferred_language" : "en" , "$timezone" : "America/New_York" , "$skip_create" : true , }, // notify object { "object_type" : "teams" , "id" : "finance" , "$skip_create" : true , }, }, // data can be any json/serializable map structure "data" : map [ string ] interface {} { "first_name" : "User" , "invoice_amount" : "$5000" , "invoice_id" : "Invoice-1234" , "spend_amount" : "$10" , }, } w1 : = & suprsend . WorkflowTriggerRequest { Body : wfReqBody , TenantId : "tenant_id1" , IdempotencyKey : "_unique_identifier_of_the_request_" , } // Call Workflows.Trigger to send request to Suprsend resp , err : = suprClient . Workflows . Trigger ( w1 ) if err != nil { log . Fatalln ( err ) } log . Println ( resp ) } To prevent automatic creation of an actor, or recipient (user/object) in SuprSend (the case where they already exist in your system), you can use the "$skip_create": true flag. This can be applied inside the actor, individual user recipient objects, or object recipient objects. Property Type Description workflow string Slug of designed workflow on SuprSend dashboard. You’ll get the slug from workflow settings. actor ( optional ) string / object Includes distinct_id and properties of the user who performed the action. You can use it for cross-user notifications where you need to include actor properties in notification template. Actor properties can be added as $actor.<prop> . recipients array of string / array of objects List of users or objects who need to be notified. You can add up to 100 recipients in a workflow trigger. You can either pass recipients as an array of distinct_ID (if user is pre-synced in SuprSend database) or define recipient information inline . data object variable data required to render dynamic template content or workflow properties such as dynamic delay or channel override in send node. tenant_id string unique identifier of the brand / tenant idempotency_key string unique identifier of the request. We’ll be returning idempotency_key in our outbound webhook response . You can use it to map notification statuses and replies in your system. recipients[].$timezone string to set recipient’s timezone. Used to send notification in user’s local timezone. You can pass timezone in IANA (TZ identifier) format. recipients[].$preferred_language string to set recipient’s preferred language. This is to support localization in notification content. You can pass the language in ISO 639-1 2-letter format. Refer all language codes here . Sending notification to multiple recipients Recipients in workflow call is an array of distinct_ids or recipient objects. You can pass up to 100 recipients in a single workflow trigger. SuprSend will internally convert it into multiple workflow triggers, one for each recipient in the array. Request Copy Ask AI "recipients" : [] map [ string ] interface {}{ { "distinct_id" : "id1" , "$email" :[ " [email protected] " ], "name" : "recipient_1" }, { "distinct_id" : "id1" , "$email" :[ " [email protected] " ], "name" : "recipient_2" } } ---- OR ------ "recipients" : [] string { "id1" , "id2" } Use lists to broadcast to a large list of users: We recommend you to use lists and broadcasts to send notifications to a user list larger than 1000 users. This approach allows for bulk processing within SuprSend, resulting in significantly faster delivery compared to individual workflow calls. Sending individual workflows to a large set of users may introduce delays in your notification queue and is not an optimized way of handling bulk trigger. Identifying recipients inline One of the benefits of using direct workflow trigger is that you can identify recipients inline. You can include recipient channel information, their channel preferences, and their user properties along with the workflow trigger. Upon triggering the workflow, the recipient will be automatically created in the SuprSend database in the background. This facilitates dynamic synchronization of your user data within SuprSend and eliminates the need for any migration efforts on your end to start sending notifications from SuprSend. You can also use recipient properties in your template as $recipient.<property> . This is how the complete recipient object with look like Request Copy Ask AI "recipients" : []map[ string ]interface{}{ { "distinct_id" : "0gxxx9f14-xxxx-23c5-1902-xxxcb6912ab09" , "$email" :[ " [email protected] " ], "$channels" :[ "email" , "inbox" ], "user_prop1" : "value_1" , "$preferred_language" : "en" , "$timezone" : "America/New_York" } } Property Type Description distinct_id string Unique identifier of the user to be notified. $<channel> like $email , $sms etc. array of string / objects You can pass user channel information using $<channel> key. The channel info will be updated to user profile in the background. For this workflow, only channel values specified in this key will be used for sending notification (instead of all channel values present in User profile). Refer how different communication channels can be passed here $channels array of string Use it to pass user’s channel preference in the payload. You can always use our in-build preference APIs to maintain user notification preferences. Preferences defined within SuprSend will automatically apply with workflow trigger. By default, notifications will be sent to all channels defined in the workflow delivery node. However, if you have a scenario where user has specific channel preference for a notification (e.g. they only want to receive payment reminders via email), you can include that preference in the workflow payload. This will ensure that notifications are sent only to the channels specified in the $channels key. The supported channel values are email, sms, whatsapp, androidpush, iospush, slack, webpush, ms_teams . $preferred_language string to set recipient’s preferred language. This is to support localization in notification content. You can pass the language in ISO 639-1 2-letter format. Refer all language codes here . $timezone string to set recipient’s timezone. Used to send notification in user’s local timezone. You can pass timezone in IANA (TZ identifier) format. * key-value pair You can pass other user properties to render dynamic template content in key-value pair as "user_prop1":"value1" . Extra properties will be set in subscriber profile (as subscriber properties) which can then be used in the template as $recipient.<property> . Add user communication channel You can add channels in recipient map as shown below: Request Copy Ask AI "$email" :[ " [email protected] " ], "$whatsapp" :[ "+15555555555" ], "$sms" :[ "+15555555555" ], "$androidpush" : map [ string ] interface {}{ "token" : "__android_push_token__" , "provider" : "fcm" }, "$iospush" : map [ string ] interface {}{{ "token" : "__ios_push_token__" , "provider" : "apns" }, "$slack" : map [ string ] interface {}{ "email" : " [email protected] " , "access_token" : "xoxb-XXXXXXXX" } // slack using email "$slack" : map [ string ] interface {}{ "user_id" : "U/WXXXXXXXX" , "access_token" : "xoxb-XXXXXX" } // slack using member_id "$slack" : map [ string ] interface {}{ "channel" : "CXXXXXXXX" , "access_token" : "xoxb-XXXXXX" } // slack channel "$slack" : map [ string ] interface {}{ "incoming_webhook" : { "url" : "https://hooks.slack.com/services/TXXXX/BXXXX/XXXXXXX" } } // slack incoming webhook "$ms_teams" : map [ string ] interface {}{ "tenant_id" : "c1981ab2-9aaf-xxxx-xxxx" , "service_url" : "https://smba.trafficmanager.net/amer" , "conversation_id" : "19:c1524d7c-a06f-456f-8abe-xxxx" } // MS teams user or channel using conversation_id "$ms_teams" : map [ string ] interface {}{ "tenant_id" : "c1981ab2-9aaf-xxxx-xxxx" , "service_url" : "https://smba.trafficmanager.net/amer" , "user_id" : "29:1nsLcmJ2RKtYH6Cxxxx-xxxx" } // MS teams user using user_id "$ms_teams" : map [ string ] interface {}{ "incoming_webhook" : { "url" : "https://wnk1z.webhook.office.com/webhookb2/XXXXXXXXX" } } // MS teams incoming webhook Sending cross-user notifications In scenarios where you need to notify a group of users based on another user’s action, such as sending a notification to the document owner when someone comments on it, you can specify the actor in your workflow call. This allows you to use actor’s name or other properties in your notification template. Actor properties can be included in the template as $actor.<property> . Sample template with actor and recipient properties: text Copy Ask AI //handlebar template Hi {{$recipient.name}}, {{$actor.name}} added {{length comments}} new comments on the {{doc_name}}. //Rendered content Hi recipient_1, actor_1 added 2 new comments on the annual IT report. Sample workflow body Copy Ask AI wfReqBody := map [ string ] interface {}{ "workflow" : "new_comment" , "actor" : map [ string ] interface {}{ "distinct_id" : "0fxxx8f74-xxxx-41c5-8752-xxxcb6911fb08" , "name" : "actor_1" , }, "recipients" : [] map [ string ] interface {}{ { "distinct_id" : "0gxxx9f14-xxxx-23c5-1902-xxxcb6912ab09" , "$email" : [] string { " [email protected] " }, "name" : "recipient_1" }, }, // # data can be any json / serializable python-dictionary "data" : map [ string ] interface {}{ "doc_name" : "annual IT report" , "date" : "2024-01-01" , "comments" :[ "change the date" , "rest looks good" ], }, } Sending notification to anonymous user You can send notifications to anonymous users by passing "is_transient": true in your recipient object. This approach is recommended for scenarios where you need to send notifications to unregistered users without creating them in the SuprSend platform. The same way, you can pass "is_transient": true in your actor object to use actor properties in template without creating user profile. Request Copy Ask AI package main import ( " log " suprsend " github.com/suprsend/suprsend-go " ) // Initialize SDK func main () { suprClient , err := suprsend . NewClient ( "_workspace_key_" , "_workspace_key_" ) if err != nil { log . Println ( err ) } _ = suprClient triggerWorkflowAPI ( suprClient ) } func triggerWorkflowAPI ( suprClient * suprsend . Client ) { // Create WorkflowRequest body wfReqBody := map [ string ] interface {}{ "workflow" : "_workflow_slug_" , "actor" : map [ string ] interface {}{ "is_transient" : true , "name" : "actor_1" , }, "recipients" : [] map [ string ] interface {}{ { "is_transient" : true , "$email" : [] string { " [email protected] " }, "name" : "recipient_1" , }, }, // # data can be any json / serializable python-dictionary "data" : map [ string ] interface {}{ "first_name" : "User" , "invoice_amount" : "$5000" , "invoice_id" : "Invoice-1234" , "spend_amount" : "$10" , }, } w1 := & suprsend . WorkflowTriggerRequest { Body : wfReqBody , TenantId : "tenant_id1" , IdempotencyKey : "_unique_identifier_of_the_request_" , } // Call Workflows.Trigger to send request to Suprsend resp , err := suprClient . Workflows . Trigger ( w1 ) if err != nil { log . Fatalln ( err ) } log . Println ( resp ) } Multi-tenant notifications For use cases where you want to send notifications to your enterprise customers’ end users, pass the tenant_id in your workflow instance. You can use this to dynamically manage tenant level notification customizations . This includes the ability to customize template design or content and route notifications via tenant vendors. Request Response Copy Ask AI package main import ( " log " suprsend " github.com/suprsend/suprsend-go " ) // Initialize SDK func main () { suprClient , err := suprsend . NewClient ( "_workspace_key_" , "_workspace_key_" ) if err != nil { log . Println ( err ) } _ = suprClient triggerWorkflowAPI ( suprClient ) } func triggerWorkflowAPI ( suprClient * suprsend . Client ) { // Create WorkflowRequest body wfReqBody := map [ string ] interface {}{ ... } w1 := & suprsend . WorkflowTriggerRequest { Body : wfReqBody , TenantId : "tenant_id1" , IdempotencyKey : "_unique_identifier_of_the_request_" , } // Call Workflows.Trigger to send request to Suprsend resp , err := suprClient . Workflows . Trigger ( w1 ) if err != nil { log . Fatalln ( err ) } log . Println ( resp ) } Idempotent requests SuprSend supports idempotency to ensure that requests can be retried safely without duplicate processing. If Suprsend receives and processes a request with an idempotency_key, it will skip processing requests with same idempotency_key for next 24 hours. Idempotency key should be uniquely generated for each request (max 255 characters allowed). Spaces in start and end of the key will be trimmed. Here are some common approaches for generating idempotency keys: Generate a random UUID for each request. Construct the idempotency key by combining relevant information about the request . This can include parameters, identifiers, or specific contextual details that are meaningful within your application. e.g., you could concatenate the user ID, action, and timestamp to form an idempotency key like user147-new-comment-1687437670 Request-specific Identifier : If your request already contains a unique identifier, such as an order ID or a job ID, you can use that identifier directly as the idempotency key. Once your request is accepted, you can check the status of your request in the ’ SuprSend Logs ’ section. Bulk API for triggering multiple workflows Bulk API allows you to send multiple workflow requests in a single call. There isn’t any limit on number-of-records that can be added to bulk_workflows instance. Use .Append() on Workflows.bulkTriggerInstance() instance to add however-many-records to call in bulk. Response is an instance of suprsend.BulkResponse type. Request Response Copy Ask AI package main import ( " log " suprsend " github.com/suprsend/suprsend-go " ) // Initialize SDK func main () { suprClient , err := suprsend . NewClient ( "_workspace_key_" , "_workspace_key_" ) if err != nil { log . Println ( err ) } _ = suprClient triggerWorkflowAPI ( suprClient ) } func triggerWorkflowAPI ( suprClient * suprsend . Client ) { // Create WorkflowRequest body wfReqBody1 := map [ string ] interface {}{ ... } wfReqBody2 := map [ string ] interface {}{ ... } // Workflow: 1 w1 := & suprsend . WorkflowTriggerRequest { Body : wfReqBody1 , TenantId : "tenant_id1" , IdempotencyKey : "_unique_identifier_of_the_request_" , } // Workflow: 2 w2 := & suprsend . WorkflowTriggerRequest { Body : wfReqBody2 , TenantId : "tenant_id1" , IdempotencyKey : "_unique_identifier_of_the_request_" , } // ...... Add as many Workflow records as required. // Create bulk workflows instance bulkIns := suprClient . Workflows . bulkTriggerInstance () // add all your workflows to bulkInstance bulkIns . Append ( w1 , w2 ) // Trigger bulkResponse , err := bulkIns . Trigger () if err != nil { log . Println ( err ) } log . Println ( bulkResponse ) } Add file attachment in email To add one or more Attachments to a Notification (viz. Email), call wfInstance.AddAttachment() for each file with local-path or an accessible URL. Request Copy Ask AI workflowBody := { ... } wfInstance := Workflow { Body : workflowBody } // this snippet can be used to add attachment to workflow err = wfInstance . AddAttachment ( "https://file_path.pdf" ) if err != nil { log . Println ( err ) } A single workflow body size (including local file attachment) must not exceed 800KB (800 x 1024 bytes). If the file is a public accessible URL, attachment size doesn’t add to overall workflow size. Dynamic workflow trigger Request Copy Ask AI // Create workflow body wfBody := map [ string ] interface {}{ "name" : "Workflow Name" , "template" : "template slug" , "notification_category" : "category" , // "delay": "15m", // Chek duration format in documentation "users" : [] map [ string ] interface {}{ { "distinct_id" : "_distinct_id_" , // if $channels is present, communication will be tried on mentioned channels only. // "$channels": []string{"email"}, "$email" : [] string { " [email protected] " }, "$androidpush" : [] map [ string ] interface {}{ { "token" : "__android_push_token__" , "provider" : "fcm" , "device_id" : "" }, }, }, }, // delivery instruction. how should notifications be sent, and whats the success metric "delivery" : map [ string ] interface {}{ "smart" : false , "success" : "seen" , }, // data can be any json string "data" : map [ string ] interface {}{ "key1" : "value1" }, } wf := & suprsend . Workflow { Body : wfBody , IdempotencyKey : "" , BrandId : "" , } // Call TriggerWorkflow to send request to Suprsend _ , err = suprClient . TriggerWorkflow ( wf ) if err != nil { log . Fatalln ( err ) } +CountryCode Required for SMS and Whatsapp: For setting $sms and $whatsapp , +<countrycode> is mandatory to send along with phone number. Eg: +1 for US For configuring a workflow from backend, you can pass following properties in your method Parameter Description Format Obligation name It is the unique name of the workflow. You can see workflow-related analytics on the workflow page (how many notifications were sent, delivered, clicked or interacted). The workflow name should be easily identifiable for your reference at a later stage text Mandatory template It is the unique slug of the template created on SuprSend platform. You can get this slug by clicking on the clipboard icon next to the Template name on SuprSend templates page. It is the same for all channels Mandatory notification_category You can understand more about them in the Notification Category documentation system / transactional / promotional Mandatory delay Workflow will be halted for the time mentioned in delay, and become active once the delay period is over. XX d XX h XX m XX s or if its number (n) then delay is in seconds (n) Optional users Array object of target users. At least 1 user mandatory. distinct_id for each user mandatory Channel information is non-mandatory. If you pass channel information here, then these channels will be used for sending notification otherwise channels will be picked from user profile. "users": { "distinct_id": "value", "$channels": [], "channel_information_dict": {} }, Mandatory delivery Delivery instructions for the workflow. You can enable smart delivery by setting "smart":True By default, delivery instruction will be "delivery": { "smart": False, "success": "seen" } Further details are given in the below section delivery = { "smart": True/False, "success": "delivered/seen/interaction/", "time_to_live": "", "mandatory_channels": [] } # list of mandatory channels e.g gation”, Optional data JSON. To replace the variables in the template, templates use handlebars language "data": { "key": { "key": "value", "key": "value" } }, Optional To find the template slug name on SuprSend platform, click on the clipboard icon on Templates page. Templates > Template Details Page **Response structure: **When you call suprClient.TriggerWorkflow , the SDK internally makes an HTTP call to SuprSend Platform to register this request, and you’ll get an error message if something fails Note: The actual processing/execution of workflow happens asynchronously. Once your request is accepted, you can check the status of your request in the ’ SuprSend Logs ’ section. In the background, a workflow is created with the given workflow name . Bulk trigger multiple dynamic workflows Bulk API allows you to send multiple workflow requests in a single call. There isn’t any limit on number-of-records that can be added to bulk_workflows instance. Use .Append() on BulkWorkflows instance to add however-many-records to call in bulk. Response is an instance of suprsend.BulkResponse type Request Response Copy Ask AI // Workflow: 1 wf1 := & suprsend . Workflow { Body : map [ string ] interface {}{ "name" : "__workflow_name__" , "template" : "__template_slug__" , "notification_category" : "__category__" , // system/transactional/promotional "users" : [] map [ string ] interface {}{ { "distinct_id" : "_distinct_id_" , "$email" : [] string { "__email__" }, }, }, }, IdempotencyKey : "" , BrandId : "" , } // Workflow: 2 wf2 := & suprsend . Workflow { Body : map [ string ] interface {}{ "name" : "__workflow_name__" , "template" : "__template_slug__" , "notification_category" : "__category__" , // system/transactional/promotional "users" : [] map [ string ] interface {}{ { "distinct_id" : "_distinct_id_" , "$email" : [] string { "__email__" }, }, }, }, IdempotencyKey : "123456" , BrandId : "default" , } // ...... Add as many Workflow records as required. // Create bulk workflows instance bulkIns := suprClient . BulkWorkflows . NewInstance () // add all your workflows to bulkInstance bulkIns . Append ( wf1 , wf2 ) // Trigger bulkResponse , err := bulkIns . Trigger () if err != nil { log . Println ( err ) } log . Println ( bulkResponse ) Was this page helpful? Yes No Suggest edits Raise issue Previous Tenants Learn how to create, update, fetch, & list tenants using Go SDK. Next ⌘ I x github linkedin youtube Powered by On this page Payload Schema Sending notification to multiple recipients Identifying recipients inline Add user communication channel Sending cross-user notifications Sending notification to anonymous user Multi-tenant notifications Idempotent requests Bulk API for triggering multiple workflows Add file attachment in email Dynamic workflow trigger Bulk trigger multiple dynamic workflows self.__next_f.push([1,"\"use strict\";\nconst {Fragment: _Fragment, jsx: _jsx, jsxs: _jsxs} = arguments[0];\nconst {useMDXComponents: _provideComponents} = arguments[0];\nfunction _createMdxContent(props) {\n const _components = {\n a: \"a\",\n code: \"code\",\n em: \"em\",\n hr: \"hr\",\n li: \"li\",\n p: \"p\",\n pre: \"pre\",\n span: \"span\",\n strong: \"strong\",\n table: \"table\",\n tbody: \"tbody\",\n td: \"td\",\n th: \"th\",\n thead: \"thead\",\n tr: \"tr\",\n ul: \"ul\",\n ..._provideComponents(),\n ...props.components\n }, {Check, CodeBlock, CodeGroup, Frame, Heading, Note, OptimizedImage, Warning} = _components;\n if (!Check) _missingMdxReference(\"Check\", true);\n if (!CodeBlock) _missingMdxReference(\"CodeBlock\", true);\n if (!CodeGroup) _missingMdxReference(\"CodeGroup\", true);\n if (!Frame) _missingMdxReference(\"Frame\", true);\n if (!Heading) _missingMdxReference(\"Heading\", true);\n if (!Note) _missingMdxReference(\"Note\", true);\n if (!OptimizedImage) _missingMdxReference(\"OptimizedImage\", true);\n if (!Warning) _missingMdxReference(\"Warning\", true);\n return _jsxs(_Fragment, {\n children: [_jsxs(_components.p, {\n children: [\"It is a unified API to trigger workflow and doesn’t require user creation before hand to trigger notification. 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https://docs.suprsend.com/docs/python-objects | Objects - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Developer Resources Overview Updates and Versioning Versioning and Support Policy SDK Changelog Authentication API Keys and Secrets Service Token Best Practices for Key & Token Management MCP Overview BETA Quickstart Tool List Building with LLMs Security Security SDKs and APIs SDKs SDK Overview SuprSend Backend SDK Python SDK Integrate Python SDK Manage Users Objects Send and Track Events Trigger Workflow from API Tenants Lists Broadcast Node.js SDK Java SDK Go SDK SuprSend Client SDK Management API REST API Postman Collection Features Validate Trigger Payload Type Safety Testing Testing the Template Test Mode Monitoring and Logging Logs Data Out Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Python SDK Objects Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Python SDK Objects OpenAI Open in ChatGPT Create, update, & manage objects and their subscriptions using Python SDK methods. OpenAI Open in ChatGPT Objects represent non-user entities such as organizations, teams, roles, and projects. Understand more about objects here . Create / Update object This is an upsert method, used to create or update an object. Request Response Copy Ask AI import suprsend supr_client = suprsend.Suprsend( "Workspace_Key" , "Workspace_Secret" ) # Object details object_id = "engineering" object_type = "departments" # Optional: for setting additional properties on object properties = { "key1" : "val1" , "$email" : " [email protected] " } res = supr_client.objects.upsert(object_type, object_id, properties) print (res) Edit an object There are 2 ways in which you can edit an object data. Build edit payload yourself Use helper methods provided by SDK (Recommended) Edit an object (build edit payload yourself) Use this to modify an object, typically for removing channels or unsetting properties. The payload will follow the same structure as the Object Edit API Request Response Copy Ask AI res = supr_client.objects.edit ( "object_type" , "object_id" , { "operations" : [{ "$set" : { "company_name" : "ABC company" }}]}) print (res) Edit an object (using helper methods) [Recommended] To edit object, you need to first fetch object instance, call all the update methods and save changes using objects.edit method. Request Response Copy Ask AI # Fetch object instance obj_inst = supr_client.objects.get_edit_instance( "object_type" , "object_id" ) # Call object update methods obj_inst.set_timezone( "America/Los_Angeles" ) obj_inst.set( "company_name" , "ABC company" ) # Save Changes res = supr_client.objects.edit(obj_inst) print (res) List of available methods: Add Channels Use object_ins.add* method(s) to add channels Copy Ask AI obj_inst = supr_client.objects.get_edit_instance( "object_type" , "object_id" ) # Add Email obj_inst.add_email( " [email protected] " ) # Add SMS obj_inst.add_sms( "+15555555555" ) # Add Whatsapp obj_inst.add_whatsapp( "+15555555555" ) # Add Androidpush token with vendor obj_inst.add_androidpush( "androidpush_fcm_token__" , "fcm" ) # Add iOS Push token obj_inst.add_iospush( "__iospush_apns_token__" ) # Add Slack using user email id slack_ident_email = { "access_token" : "xoxb-XXXXXXXX" , "email" : " [email protected] " } obj_inst.add_slack(slack_ident_email) # Add Slack using member_id of the user slack_ident_user_id = { "access_token" : "xoxb-XXXXXXXX" , "user_id" : "U03XXXXXXXX" } obj_inst.add_slack(slack_ident_user_id) # Add Slack channel_id slack_ident_channel_id = { "access_token" : "xoxb-XXXXXXXX" , "channel_id" : "C04XXXXXXXX" } obj_inst.add_slack(slack_ident_channel_id) # Add Slack incoming webhook slack_ident_webhook = { "incoming_webhook" : { "url" : "https://hooks.slack.com/services/TXXXX/BXXXX/XXXXXXX" } } obj_inst.add_slack(slack_ident_webhook) # Add Webpush token json (VAPID) webpush_ident = { "endpoint" : "__end_point__" , "expirationTime" : "" , "keys" : { "p256dh" : "__p256dh__" , "auth" : "__auth_key__" } } obj_inst.add_webpush(webpush_ident, "vapid" ) # Save changes res = supr_client.objects.edit(obj_inst) print (res) Remove Channels Use object_ins.remove_* method(s) to remove channels from an object Copy Ask AI obj_inst = supr_client.objects.get_edit_instance( "object_type" , "object_id" ) # Remove Email obj_inst.remove_email( " [email protected] " ) # Remove SMS obj_inst.remove_sms( "+15555555555" ) # Remove Whatsapp obj_inst.remove_whatsapp( "+15555555555" ) # Remove Androidpush token with vendor obj_inst.remove_androidpush( "androidpush_fcm_token__" , "fcm" ) # Remove iOS Push token obj_inst.remove_iospush( "__iospush_apns_token__" ) # Remove Slack using user email id slack_ident_email = { "access_token" : "xoxb-XXXXXXXX" , "email" : " [email protected] " } obj_inst.remove_slack(slack_ident_email) # Remove Slack using member_id of the user slack_ident_user_id = { "access_token" : "xoxb-XXXXXXXX" , "user_id" : "U03XXXXXXXX" } obj_inst.remove_slack(slack_ident_user_id) # Remove Slack channel_id slack_ident_channel_id = { "access_token" : "xoxb-XXXXXXXX" , "channel_id" : "C04XXXXXXXX" } obj_inst.remove_slack(slack_ident_channel_id) # Remove Slack incoming webhook slack_ident_webhook = { "incoming_webhook" : { "url" : "https://hooks.slack.com/services/TXXXX/BXXXX/XXXXXXX" } } obj_inst.remove_slack(slack_ident_webhook) # Remove Webpush token json (VAPID) webpush_ident = { "endpoint" : "__end_point__" , "expirationTime" : "" , "keys" : { "p256dh" : "__p256dh__" , "auth" : "__auth_key__" } } obj_inst.remove_webpush(webpush_ident, "vapid" ) # Save changes res = supr_client.objects.edit(obj_inst) print (res) Remove Channels in bulk This method will delete/unset all values in specified channel for object (ex: remove all emails attached to object). Copy Ask AI # Remove multiple channels in bulk channels_to_remove = [ "$email" , "$whatsapp" , "$sms" , "$androidpush" , "$iospush" , "$webpush" , "$slack" , "$ms_teams" ] obj_inst.unset(channels_to_remove) Set preferred language If you want to send notification in user’s preferred language, you can set it by passing language code in this method. This is useful especially for the applications which offer vernacular or multi-lingual support. Copy Ask AI obj_inst.set_preferred_language( "en" ) Set timezone You can set timezone of user using this method. Value for timezone must be from amongst the IANA timezones . Copy Ask AI obj_inst.set_timezone( "America/Los_Angeles" ) Set Set any custom property using this method. It will shallow merge existing properties with new values. Key shouldn’t start with $ or ss . Request Copy Ask AI # Set a single property obj_inst.set(key, value) obj_inst.set( "company_name" , "ABC company" ) # Set multiple properties obj_inst.set({ key1: value1, key2: value2 }) obj_inst.set({ "company_name" : "ABC company" , "city" : "San Francisco" }) Unset Use this to unset existing channels or properties. Request Copy Ask AI #unset single channel or property obj_inst.unset( "$email" ) #unset multiple channels or properties obj_inst.unset([ "$email" , "company_name" ]) Append Use this to append item to an array based property. Request Copy Ask AI #append single property obj_inst.append(key, value) obj_inst.append( "played_games" , "game_1" ) #append multiple properties obj_inst.append({ key1: value1, key2: value2 }) obj_inst.append({ "played_games" : "game_1" , "liked_games" : "game_2" }) Remove Use this to remove an item from array based property Request Copy Ask AI #for single property obj_inst.remove(key, value) obj_inst.remove( "played_games" , "game_1" ) #for multiple properties obj_inst.remove({ key1: value1, key2: value2 }) obj_inst.remove({ "played_games" : "game_1" , "liked_games" : "game_2" }) Set once Use this to add new properties which are not overridden, such as first_login_at Request Copy Ask AI #single property obj_inst.set_once(key, value) obj_inst.set_once( "first_login" , "2021-11-02" ) #multiple properties obj_inst.set_once({ key1: value1, key2: value2 }) obj_inst.set_once({ "first_login" : "2021-11-02" , "signup_date" : "2021-11-02" }) Increment Use on numeric values to increment/decrement. Provide a negative value for decrement Request Copy Ask AI #single property obj_inst.increment(key, value) obj_inst.increment( "login_count" , 1 ) #multiple property obj_inst.increment({ key1: value1, key2: value2 }) obj_inst.increment({ "login_count" : 1 , "order_count" : 1 }) List objects List objects for an object_type . You can also pass listing options in the payload which includes limit , before , after Request Response Copy Ask AI res = supr_client.objects.list( "object_type" ) { "after" : "01JJW6H55NXXXX59ARDW85G0KN" , "limit" : 1 } print (res) Get object details Request Response Copy Ask AI res = supr_client.objects.get( "object_type" , "object_id" ) print (res) Add object subscription Request Response Copy Ask AI res = supr_client.objects.create_subscriptions( "object_type" , "object_id" , { "recipients" : [ "distinct_id_1" , { "object_type" : "teams" , "object_id" : "product" }, ], "properties" : { "type" : "members" }, }, ) print (res) List object subscription Request Response Copy Ask AI res = supr_client.objects.get_subscriptions( "object_type" , "object_id" ) { "after" : "01JJW6H55NXXXXXX5G0KN" , "limit" : 1 } print (res) Remove object subscription Request Response Copy Ask AI res = supr_client.objects.delete_subscriptions ( "object_type" , "object_id" , { "recipients" : [ "distinct_id_1" , { "object_type" : "departments" , "object_id" : "engineering" }, ] }, ) print (res) Get list of objects subscribed by object An object can subscribe to other objects. Use this method to get the list of all objects that the current object has subscribed to Request Response Copy Ask AI res = supr_client.objects.get_objects_subscribed_to( "object_type" , "object_id" , { "after" : "01JJW6H55NXXXXX85G0KN" , "limit" : 1 }) print (res) Delete object Request Response Copy Ask AI res = supr_client.objects.delete( "object_type" , "object_id" ) print (res) Bulk Delete objects Request Response Copy Ask AI res = supr_client.objects.bulk_delete( "object_type" , { "object_ids" : [ "object_id1" , "object_id2" ]}) print (res) Was this page helpful? Yes No Suggest edits Raise issue Previous Send and Track Events Learn how to send events to trigger workflows, with code snippets and examples. Next ⌘ I x github linkedin youtube Powered by On this page Create / Update object Edit an object Edit an object (build edit payload yourself) Edit an object (using helper methods) [Recommended] List objects Get object details Add object subscription List object subscription Remove object subscription Get list of objects subscribed by object Delete object Bulk Delete objects self.__next_f.push([1,"\"use strict\";\nconst {Fragment: _Fragment, jsx: _jsx, jsxs: _jsxs} = arguments[0];\nconst {useMDXComponents: _provideComponents} = arguments[0];\nfunction _createMdxContent(props) {\n const _components = {\n a: \"a\",\n code: \"code\",\n li: \"li\",\n p: \"p\",\n pre: \"pre\",\n span: \"span\",\n ul: \"ul\",\n ..._provideComponents(),\n ...props.components\n }, {Accordion, AccordionGroup, CodeBlock, CodeGroup, Heading} = _components;\n if (!Accordion) _missingMdxReference(\"Accordion\", true);\n if (!AccordionGroup) _missingMdxReference(\"AccordionGroup\", true);\n if (!CodeBlock) _missingMdxReference(\"CodeBlock\", true);\n if (!CodeGroup) _missingMdxReference(\"CodeGroup\", true);\n if (!Heading) _missingMdxReference(\"Heading\", true);\n return _jsxs(_Fragment, {\n children: [_jsxs(_components.p, {\n children: [\"Objects represent non-user entities such as organizations, teams, roles, and projects. 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https://support.google.com/chrome/answer/114662 | Change site settings permissions - Computer - Google Chrome Help Skip to main content Google Chrome Help Sign in Google Help Help Center Community Google Chrome Privacy Policy Terms of Service Submit feedback Send feedback on... This help content & information General Help Center experience Next Help Center Community Google Chrome Change site settings permissions You can set permissions for a site without changing your default settings. Manage site permissions You can easily allow or deny site permissions. You can also grant one-time permissions for specific features. When a site asks permission to use features like camera, location, and microphone, you can: Allow this time: The site will be able to use the requested feature only during your current visit. However, the site will need to ask again on future visits. Allow while visiting the site: The site will be able to use the requested feature during your current visit as well as during future visits. Never allow: The site can't use the requested feature. Change settings for all sites On your computer, open Chrome. At the top right, select More Settings . Select Privacy and security Site settings . Select the setting you want to update. To change permissions and data storage on all sites you’ve visited, you can also select View permissions and data stored across sites . Learn about permissions that can be changed Third-party cookies: A site you visit can embed content from other sites, for example, images, ads, and text. Cookies set by these other sites are called third-party cookies. Learn how to manage cookies . Images: Sites usually show images to provide illustration, like photos for online stores or news articles. JavaScript: Sites usually use JavaScript to display interactive features, like video games or web forms. Learn more about JavaScript . Protocol Handlers: Sites can handle tasks when you select certain links, like create a message in your email client or add events to your calendar. Pop-ups and redirects : Sites might send pop-ups to show ads, or use redirects to lead you to sites you may want to avoid. Learn more about pop-ups and redirects . Intrusive Ads: Sites usually show ads so they can provide content or services at no charge. However, some sites are known to show intrusive or misleading ads. Learn more about ads . Location: Sites usually use your location for relevant features or info, like local news or nearby shops. Learn how to share your location . Notifications: Sites usually send notifications to let you know about breaking news or chat messages. Learn more about notifications . Camera and microphone: Sites usually use your video camera and microphone for communication features like video calls. Learn more about cameras and microphones . Unsandboxed plugin access: Some sites need plugins so they can let you do tasks like stream video or install software. By default, Chrome asks you if a site's plug-in can bypass Chrome's sandbox to access your computer. Automatic downloads: Sites might automatically download related files together to save you time. Learn more about downloads . MIDI device control & reprogram: Sites usually ask to control and reprogram Musical Instrument Digital Interface (MIDI) devices to create and edit music or update device firmware. Learn more about MIDI devices and permissions . Bluetooth devices: Sites usually connect to Bluetooth devices to allow a site to record and show information about the device. Learn more about Bluetooth device connection . Background sync: After you leave a site, it can sync to finish tasks, like upload photos or send a chat message. Fonts: Sites can ask to use fonts that are installed on your local device. Zoom levels: You can set how much you zoom in or out on certain sites. Learn how to zoom in or out . PDF documents: Sites sometimes publish PDFs, like documents, contracts, and forms. Learn more about PDF documents . Protected Content IDs: When a site plays content protected by copyright, it might ask to recognize your device. Learn more about protected content . Motion sensors: Sites often use your device's motion sensors for features like virtual reality or fitness tracking. Serial ports: Sites usually connect to serial ports for data transfer features, like network setup. Learn how to connect a site to a Serial device . File editing: Sites usually access files and folders on your device for features like to automatically save your work. Clipboard: Sites usually read your clipboard for features like save the format of your copied texts. Payment handlers: Sites usually install payment handlers for features like easier checkout. Augmented reality: Sites usually track your camera position for AR features, like games. Virtual reality: Sites often use your virtual reality devices and data to let you enter VR sessions. Embedded content: Sites you visit can embed content from other sites, for example images, ads, and text. These other sites can ask for permission to use info they've saved about you as you browse the site. Learn more about embedded content . Insecure content: Secure sites might embed content like images or web frames that aren't secure. By default, secure sites block insecure content. You can specify which sites can display insecure content. Learn more about site content and security . Your device use: Sites usually detect when you actively use your device to set your availability on chat apps. Sounds: Sites might play sound to provide audio for music, videos, and other media. Learn more about sounds . HID devices: Sites usually connect to HID devices for features that use uncommon keyboards, game controllers, and other devices. Learn how to connect a site to an HID . USB devices: Sites usually connect to USB devices for features like printing a document or saving to a storage device. Learn how to connect a site to a USB device . Third-party sign in : Sites can show sign-in prompts from identity services. Change third-party sign-in permissions . On-device site data: Sites you visit can save info about your activity to make your experience better— for example, to keep you signed in to a site or to save items in your shopping cart. Learn about on-device site data . Automatic picture-in-picture: Sites use this setting to enter picture-in-picture automatically. This lets you watch a video while you use your screen for other tasks. Learn how to turn on automatic picture-in-picture . Local network access: Sites can use this feature to find and connect to any device on your local network or services on your local device. This prevents unwanted requests. You need to provide permission before a site connects to your local network or local device. Change settings for a specific site You can allow or block permissions for a specific site. The site will use its settings instead of the default settings. You can also delete data for a site. On your computer, open Chrome. Go to a site. To the left of the web address, select View site information . Select Site settings . Change a permission setting. Tips: Your changes save automatically. After you select the icon next to the web address, previously saved site settings open. You can change them without going to the “Site settings” menu in Chrome. If the Reset permissions button is available, you can select the button to reset your changed preferences. To protect your data, Chrome removes permissions from sites you haven't used recently. Related resources Block or allow pop-ups in Chrome Check if a site's connection is secure Translate pages and change Chrome languages Manage your ad privacy in Chrome Was this helpful? How can we improve it? Yes No Submit Computer Android iPhone & iPad More Need more help? Try these next steps: Post to the help community Get answers from community members true Help 1 of 15 Change text, image & video sizes (zoom) 2 of 15 Use notifications to get alerts 3 of 15 Translate pages and change Chrome languages 4 of 15 Use your camera and microphone in Chrome 5 of 15 Change site settings permissions 6 of 15 Reset Chrome settings to default 7 of 15 Accessibility on Chrome 8 of 15 Turn Chrome spell check on and off 9 of 15 Personalize Chrome performance 10 of 15 Manage desktop mode settings 11 of 15 Use Reading mode in Chrome 12 of 15 Manage your ad privacy in Chrome 13 of 15 Use Listen to this page mode in Chrome 14 of 15 Give sites permission to MIDI devices in Chrome 15 of 15 Use one-click dialing on Google Voice Want a preview of what's coming soon? 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https://ja.react.dev/ | React React v 19.2 Search ⌘ Ctrl K Learn Reference Community Blog React Web とネイティブユーザインターフェースのためのライブラリ React を学ぶ API リファレンス コンポーネントから ユーザインターフェースを作成 React ではユーザインターフェースを、 コンポーネントと呼ばれる部品を使って構築できます。 Thumbnail 、 LikeButton 、 Video といった React コンポーネントを書き、 それらを組み合わせて画面やページやアプリの全体を組み立てましょう。 Video.js function Video ( { video } ) { return ( < div > < Thumbnail video = { video } /> < a href = { video . url } > < h3 > { video . title } </ h3 > < p > { video . description } </ p > </ a > < LikeButton video = { video } /> </ div > ) ; } My video Video description 独りで開発していても、数千の開発者と共同開発していても、 React の開発体験は同じです。個人、チーム、大規模な組織によって 書かれたさまざまなコンポーネントを、シームレスに組み合わせながら 開発できる。それが React の設計理念です。 マークアップとコードから コンポーネントを作成 React コンポーネントは単なる JavaScript の関数です。 条件によってコンテンツの表示を変えたければ if 文を使いましょう! リストを表示したいなら配列の map() を使いましょう! React を学ぶということは、プログラミングを学ぶということなのです。 VideoList.js function VideoList ( { videos , emptyHeading } ) { const count = videos . length ; let heading = emptyHeading ; if ( count > 0 ) { const noun = count > 1 ? 'Videos' : 'Video' ; heading = count + ' ' + noun ; } return ( < section > < h2 > { heading } </ h2 > { videos . map ( video => < Video key = { video . id } video = { video } /> ) } </ section > ) ; } 3 Videos First video Video description Second video Video description Third video Video description このマークアップ構文は JSX と呼ばれます。React が普及させた JavaScript の構文拡張です。JSX マークアップは関連する レンダリングロジックのすぐそばに配置できるので、React コンポーネントは簡単に作成、保守、削除ができます。 インタラクティブ機能を どこでも必要な場所に React コンポーネントはデータを受け取り、画面に表示するものを返します。 入力フィールドへのタイピングなどのユーザ操作によって 新しいデータができたら、コンポーネントにそれを渡します。 React が新しいデータに基づいて画面を更新します。 SearchableVideoList.js import { useState } from 'react' ; function SearchableVideoList ( { videos } ) { const [ searchText , setSearchText ] = useState ( '' ) ; const foundVideos = filterVideos ( videos , searchText ) ; return ( < > < SearchInput value = { searchText } onChange = { newText => setSearchText ( newText ) } /> < VideoList videos = { foundVideos } emptyHeading = { `No matches for “ ${ searchText } ”` } /> </ > ) ; } example.com / videos.html React Videos A brief history of React Search 5 Videos React: The Documentary The origin story of React Rethinking Best Practices Pete Hunt (2013) Introducing React Native Tom Occhino (2015) Introducing React Hooks Sophie Alpert and Dan Abramov (2018) Introducing Server Components Dan Abramov and Lauren Tan (2020) ページ全体を React で構築する必要はありません。既存の HTML ページに React を追加すれば、どんな場所にでもインタラクティブな React コンポーネントを表示できます。 既存のページに React を追加する フレームワークで フルスタックな開発を React はライブラリです。 コンポーネントを組み合わせることはできますが、 ルーティングやデータフェッチの方法までは指定しません。 React でアプリ全体を構築する場合は、 Next.js や React Router のようなフルスタックのフレームワークをお勧めします。 confs/[slug].js import { db } from './database.js' ; import { Suspense } from 'react' ; async function ConferencePage ( { slug } ) { const conf = await db . Confs . find ( { slug } ) ; return ( < ConferenceLayout conf = { conf } > < Suspense fallback = { < TalksLoading /> } > < Talks confId = { conf . id } /> </ Suspense > </ ConferenceLayout > ) ; } async function Talks ( { confId } ) { const talks = await db . Talks . findAll ( { confId } ) ; const videos = talks . map ( talk => talk . video ) ; return < SearchableVideoList videos = { videos } /> ; } example.com / confs/react-conf-2021 React Conf 2021 React Conf 2019 Search 19 Videos React Conf React 18 Keynote The React Team React Conf React 18 for App Developers Shruti Kapoor React Conf Streaming Server Rendering with Suspense Shaundai Person React Conf The First React Working Group Aakansha Doshi React Conf React Developer Tooling Brian Vaughn React Conf React without memo Xuan Huang (黄玄) React Conf React Docs Keynote Rachel Nabors React Conf Things I Learnt from the New React Docs Debbie O'Brien React Conf Learning in the Browser Sarah Rainsberger React Conf The ROI of Designing with React Linton Ye React Conf Interactive Playgrounds with React Delba de Oliveira React Conf Re-introducing Relay Robert Balicki React Conf React Native Desktop Eric Rozell and Steven Moyes React Conf On-device Machine Learning for React Native Roman Rädle React Conf React 18 for External Store Libraries Daishi Kato React Conf Building Accessible Components with React 18 Diego Haz React Conf Accessible Japanese Form Components with React Tafu Nakazaki React Conf UI Tools for Artists Lyle Troxell React Conf Hydrogen + React 18 Helen Lin React とはアーキテクチャでもあります。 フレームワークでは、サーバやビルド時に動作する 非同期コンポーネントを使ってデータの取得が可能です。 ファイルやデータベースからデータを読み込んで、 インタラクティブなコンポーネントに渡しましょう。 フレームワークで始める あらゆるプラットフォームの 能力を最大限に活用 人々はウェブを愛し、そしてネイティブアプリを愛しています。 その理由は様々です。 React を使えば、同じスキルを使ってウェブアプリとネイティブアプリの 両方を構築できます。 各プラットフォームが持つ独自の強みを活かし、 どんなプラットフォームにおいても自然なインターフェースを実現します。 example.com ウェブの本質に忠実に 人々はウェブアプリが素早く読み込まれることを期待します。 React を使用すれば、サーバ上でデータが取得中でも HTML のストリーミングを開始でき、JavaScript コードが読み込まれる前に コンテンツを段階的にロードすることができます。 クライアント側では、React は標準的な Web API を使用して、レンダーの最中でも UI の応答性を保ちます。 1:09 PM 真にネイティブな体験を実現 人々はネイティブアプリがそのプラットフォームに見合った ルック&フィールを持つことを期待します。 React Native や Expo を使えば、React で Android、iOS などのアプリを構築できます。 ネイティブアプリのように感じるのは、 ウェブビューではなく真のネイティブ UI だからです。 React コンポーネントは、プラットフォーム固有の、 本物の Android や iOS のビューを表示できます。 React を使えば、 ウェブ開発者にもネイティブアプリ開発者にもなれるのです。 ユーザー体験を犠牲にすることなく、 多くのプラットフォームでリリースを行えます。 ひとつのプラットフォームに縛られることなく、 すべての機能をエンドツーエンドで担当するチームを作れます。 ネイティブプラットフォーム向けに開発する 完成した機能だけが リリースされる React は開発アプローチの変更に慎重に取り組みます。 すべてのコミットは 10 億人以上のユーザによる ビジネスクリティカルな環境においてテストされます。 Meta にある 10 万以上の React コンポーネントが、 すべての移行戦略の検証を支援します。 React チームは、常に React を改善する方法を模索していますが、 研究によっては成果が出るまでに何年もかかることもあります。 研究のアイデアをリリースするまでの高いハードルを越えた、 実証済みのアプローチだけが React の一部となるのです。 React のニュースを読む 最新の React ニュース RSC における追加の脆弱性 December 11, 2025 React Server Components の脆弱性 December 3, 2025 React Conf 2025 振り返り October 16, 2025 React Compiler v1.0 October 7, 2025 Read more React news 数百万人の コミュニティに参加しよう あなたは 1 人ではありません。世界中から毎月 200 万人の開発者が React ドキュメントに訪れています。 人々とチームが共感できる技術、それが React なのです。 React は単なるライブラリやアーキテクチャ、 あるいはエコシステム以上の存在です。 React とはコミュニティです。 ヘルプを求め、チャンスを見つけ、新しい友人に会える場所です。 開発者やデザイナ、初心者やエキスパート、 研究者やアーティスト、教師や学生と出会える場所です。 私たちのバックグラウンドはさまざまですが、React を通じて皆で ユーザーインターフェースの創造に取り組んでいるのです。 React コミュニティに ようこそ! はじめる Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 React を学ぶ クイックスタート インストール UI の記述 インタラクティビティの追加 state の管理 避難ハッチ API リファレンス React APIs React DOM APIs コミュニティ 行動規範 チーム紹介 ドキュメント貢献者 謝辞 More ブログ React Native プライバシー 利用規約 | 2026-01-13T08:48:43 |
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https://docs.suprsend.com/reference/cli-category-commit | Commit Categories - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Versioning Versioning and Support Policy CLI Changelog Getting Started with CLI CLI Overview BETA Quickstart Installation Authentication Enable Autocompletion Global Flags Profile Commands and Flags Add Profile Use Profile List Profile Modify Profile Remove Profile Sync Sync Assets Workflow Commands and Flags List Workflows Pull Workflows Push Workflows Enable Workflow Disable Workflow Schema Commands and Flags List Schemas Pull Schemas Push Schemas Commit Schema Generate Types Event Commands and Flags List Events Pull Events Push Events Preference Category Commands and Flags List Categories Pull Categories Push Categories Commit Categories List Category Translations Pull Category Translations Push Category Translations Translation Commands and Flags List Translations Pull Translations Push Translations Commit Translations Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Preference Category Commit Categories Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Preference Category Commit Categories OpenAI Open in ChatGPT Commit categories to make them live in the workspace OpenAI Open in ChatGPT This command will make preference category changes live. You don’t need to run this command if you already used the --commit=true flag with the category push command. Syntax Copy Ask AI suprsend category commit [flags] Flags Flag Description Default -h, --help Show help for the command – --commit-message string Commit message describing the changes – -w, --workspace string Workspace to commit categories to staging Example Copy Ask AI # Commit categories in staging workspace (default) suprsend category commit # Commit categories in production workspace suprsend category commit --workspace production # Commit categories with a descriptive message suprsend category commit --commit-message "Added new preference categories" Was this page helpful? Yes No Suggest edits Raise issue Previous List Category Translations List available translation locales for preference categories. Next ⌘ I x github linkedin youtube Powered by On this page Syntax Flags Example | 2026-01-13T08:48:43 |
https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#cleanup-checklist | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. The following rules apply: New Categories cannot be created Each Category must contain at least one Status The last remaining Status in a Category cannot be deleted Status labels and ordering within a Category can be modified Permissions for Status Changes Permission Rules When permissions are enabled: Statuses in the Development and Live Categories can be applied by any user with access to the Project Statuses in the Completed and Archived Categories can only be applied by users with the Publisher permission Only Publishers can create, and modify Feature Statuses in the Project Settings Edit this page Last updated on Jan 9, 2026 Previous EdgeDB (Stored Custom Properties) Next Stale Feature Notifications Statuses Status Categories Development Live Completed Archived Changing Status Moving a Feature to Completed Reverting to Development or Live Viewing Features by Status (Kanban View) Managing Statuses Project Settings Permissions for Status Changes DevCycle Dashboard Blog Privacy Policy Twitter Discord GitHub Copyright © 2026 DevCycle. All rights reserved. | 2026-01-13T08:48:43 |
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https://docs.suprsend.com/docs/inbox-overview#benefits-of-notification-inbox-over-other-communication-channels | Overview - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection GETTING STARTED What is SuprSend? Quick Start Guide Best Practices Plan Your Integration Go-live checklist CORE CONCEPTS Templates Users Events Workflow Notification Categories Preferences Tenants Lists Broadcast Objects Translations DLT Guidelines Whatsapp Template Guidelines WORKFLOW BUILDER Design Workflow Node List Workflow Settings Trigger Workflow Validate Trigger Payload Tenant Workflows Notification Inbox Overview Multi Tabs React Javascript (Angular, Vuejs etc) React Native Flutter (Headless) PREFERENCE CENTRE Embedded Preference Centre Javascript Angular React VENDOR INTEGRATION GUIDE Overview Email Integrations SMS Integrations Android Push Whatsapp Integrations iOS Push Chat Integrations Vendor Fallback Tenant Vendor INTEGRATIONS Webhook Connectors MONITORING & DEBUGGING Logs Audit Logs Error Guides MANAGE YOUR ACCOUNT Authentication Methods Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Notification Inbox Overview Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Notification Inbox Overview OpenAI Open in ChatGPT Learn about features and benefits of SuprSend’s notification inbox, with link to live demo and git repository. OpenAI Open in ChatGPT A notification inbox is a centralized place for all your in-app notifications, offering several advantages over other notification channels. With a notification inbox, users can receive real-time transactional updates related to payment reminders, software updates, new features, etc. within the app. You can use SuprSend Inbox to easily integrate feeds, inboxes, and toasts into your product. Check Live demo in Inbox Playground Benefits of notification inbox over other communication channels Real-time updates: A notification inbox delivers real-time updates to users, providing timely and relevant information. 100% deliverability: Notifications sent through a notification inbox have a high deliverability rate and are perfect for sending important updates and messages. Flexibility in message design: There is no limitation to the type and length of content that you can send with Inbox. Hence, the messages can be designed as per your requirement. Plus, you can add any type of click action to inbox message components which offer great flexibility in driving user engagement. Integrating SuprSend inbox With SuprSend Inbox, You can effortlessly add a beautifully designed, highly functional inbox to your product in an hour. There is no infrastructure required at your end to manage and store inbox notifications, and for state management such as read, seen, and archive tracking You get ready components to handle any use such as showing toast, showing profile avatar in your notification, handling different click actions in your notification component, etc. Inbox messages are completely secure with HMAC encoded user identification to safeguard them from unauthorized access. This means you can use it to send sensitive information related to payments, billing, account updates, etc. You can customize it to match your brand style using pre-defined UI customization options or build your headless UI using hooks SDKs are available in all common languages React (Web) Angular (Web) React Native (App) Flutter (App) Was this page helpful? Yes No Suggest edits Raise issue Previous Multi Tabs Learn how to set up stores to filter and display notifications in separate inbox tabs such as Read, Unread, and more. Next ⌘ I x github linkedin youtube Powered by On this page Benefits of notification inbox over other communication channels Integrating SuprSend inbox | 2026-01-13T08:48:43 |
https://www.youtube.com/watch?v=FZ0cG47msEk&list=PLNG_1j3cPCaZZ7etkzWA7JfdmKWT0pMsa&index=1 | React 18 Keynote - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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https://www.pocketgamer.com/cookie-run-kingdom/codes/ | Cookie Run Kingdom codes for January 2026 | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Promo & Redeem Codes Cookie Run Kingdom codes (January 2026) Sweetest gifts like Rainbow Cubes, Crystals, Cookie Cutters and more rewards await, you just need to redeem active CRK codes listed here. By Shaun Walton | Jan 10 iOS + Android | Cookie Run: Kingdom Twitter Facebook Reddit Updated on January 10th, 2026 - new code added If you have been playing Cookie Run Kingdom, I am sure you know there are tons of ways to get items for free. From daily gifts to the plethora of rewards that you can get in-game, you might not have a shortage of items. But everyone loves free stuff, so we have created an up-to-date redeem code list. Cookie Run Kingdom codes are currently being released without warning, so you should keep checking back to see if there is any free stuff on offer! It's best to redeem them through a web browser for ease - you can read how to redeem them at the bottom of this article. And remember, they only last for a limited time, so be quick! PS. You should not mistake them for Cookie Run: Witch's Castle codes , those are completely different, although they share a delicious universe! Active Cookie Run Kingdom codes CRKTWILIGHTLIVE - Rewards (new!) KINGDOMSTAR2026 - Rewards (new!) COOKIERUNXIDUS - Rewards TRENDYCOOKIESYT - 3000 Crystals, 1500 Rainbow Cube, 1000 Choco Chalk THANX300MPLAYERS - 3000 Crystals WICKEDFORGOODCRK - 3000 Crystals YOUAREOURKINGDOM - 3000 Crystals, 1500 Rainbow Cube, 500 Choco Chalk HOTY2025 - 3000 Crystals, 1500 Rainbow Cube, 1000 Choco Chalk UPDATEOFTHEYEAR - 3000 Crystals, 1500 Rainbow Cube, 500 Choco Chalk Expired codes SPECIALONAIR I LIVETABLEREADSSK I MISSEARTHBREAD25 | COOKINGRUNCOOKIE I VALIVETABLEREAD I FIVEHUNDREDGRATS I COOKINGRUNKINGDOM I CRKCOOLSUMMER | CKXBCMINIGAME | CKBEASTSUCCESS05 | KINGDOM1MILLION | FIVEHUNDREDINSTA | SUNNYLIUCOUPON4U | 0224CRKDARKCACAO | 100KSUBSCOOKIETH | 1015CKCOOKIELIVE | 12THBRAVEDAY0612 | 2CHAMCOOKINGDOM2 | 2021KRGAMEAWARDS | 2022PPLSCHOICETY | 2025COOKIERUNFAN | 2NDBIRTHDAYPARTY | 30MILLIONKINGDOM | 3HUNDREDKDISCORD | AKMUDADADADADADA | BESTGAMEAWARDTHX | BLOSSOMINGGIFT | BRAVESPRINGGIFT | CHERRYSPRINGGIFT | CHIMNPERLKINGDOM | CK1STANNIVERSARY | COOKANGJIKINGDOM | COOKIECHICKENRUN | COOKIEFOOLSDAYS2 | COOKIERUNBRAVE15 | COOKIERUNFUNTRIP | COOKIERUNTWITTER | COOKIELIVECOUPON | COOSEBOMEKINGDOM | CREMEDELACREME25 | CRK1STBIRTHDAYD1 | CRK1STBIRTHDAYD2 | CRK1STBIRTHDAYD3 | CRK1STBIRTHDAYD4 | CRK1STBIRTHDAYD5 | CRK1STBIRTHDAYD6 | CRK1STBIRTHDAYD7 | CRK2NDBIRTHDAYD1 | CRK2NDBIRTHDAYD2 | CRK2NDBIRTHDAYD3 | CRK2NDBIRTHDAYD4 | CRK2NDBIRTHDAYD5 | CRK2NDBIRTHDAYD6 | CRK2NDBIRTHDAYD7 | CRK3RDANNIVERSARYA | CRK3RDANNIVERSARYAS | CRK3RDANNIVERSARYBE | CRK3RDANNIVERSARYST | CRK3RDANNIVERSARYT | CRK3RDANNIVERSARYYE | CRK4THANNIVERSARYDEC | CRK4THANNIVERSARYEIT | CRK4THANNIVERSARYOF | CRK4THANNIVERSARYOW | CRK4THANNIVERSARYSH | CRKALWAYSLOVEYOU | CRKBEHINDNFUTURE | CRKINDONESIA | CRKINGDOMWITHBTS | CRKWELCOMEDISNEY | DESPERATEMEASURESLCS | DEVNOW40MKINGDOM | DOMINOCOOKINGDOM | FIVEHUNDREDTWEET | FOLLOWINGINLATAM | FOLLOWUSINEUROPE | FROMKINGDOMWITHLOVE | GETUR1SUGARGNOME | GETUR3SUGARGNOME | GETUR5SUGARGNOME | GETUR7SUGARGNOME | GO MAGICOVENEVENT | GOOGLEPLAY2023 | HAPPY100DAYSGIFT | HAPPYDISCORDBDAY | HERBSPRINGGIFT | HOLESOMEADVENTURE | HUSBANDOFTHEYEAR | HYROOLINKINGDOM | IELLBHSLKSKZHBGD | IHWANPRESENT2504 | INCRK3RDANNIVERSARY | JJONDEUKEECOOKIE | KINGDOMBERYLLULU | KINGDOMIAMSIXTAN | KINGDOMLILKA2021 | KINGDOMLIVE2409 | KINGDOMLIVE2412 | KINGDOMNAMDOBLUE | KINGDOMNBLUECLUB | KINGDOMOKING5927 | KINGDOMSUNBA0128 | KINGDOMSWAMP0130 | KINGDOMWELOVEYOU | KINGDOMWITHSONIC | KINGDOMYANGDDING | KINGDOMYUNIKO720 | LASTCOOKIESTANDING | LCSFINALEGIFTFORYOU | LCSTEAMCRISPYCRUNCHY | LOVEWITCHSCASTLE | MAYYOUBEALITTLEHAPPIERINOURKINGDOMTOGETHER | MISSEARTHBREAD24 | MYCOOKIECHIMCHAK | NDRUNNERCOMBO441 | NEWUPDATEISAHEAD | ONEHUNDREDHOORAY | OPENSILVERBUTTON | OUTOFBUDGETOHNOLCS | PAPERWORKISIMPORTANT | PARFAITSUBSCRIBE | POCKETGAMERAWARD | POONGDENGKINGDOM | PONPONLINKINGDOM | REALTOUGHCOOKIES | RUSWKGMLKINGDOM6 | SOQCESWVJWEKZDVB | TAMAGIFT500TOYOU | TIKTOK1MFOLLOWER | TIYSVCUKYDPPHTNP | TUNEINTOTHELCSFINALE | UPDATEFIRSTCREAM | WELCOMEBEASTYEAST | WELCOMETOBEASTYEAST | WELCOMETOCRKJACE | WELCOMETOCRKMATT | WELCOMETOCKSANNA | WELCOMETOKINGDOM | WEMADECKTOGETHER | XYOKSPZLLUJYFKJN How to redeem Cookie Run Kingdom codes? Redeeming a code is a bit complicated the first few times you do it, but with our guide below, you'll be a pro in no time! Step 1: Tap the hamburger menu (three horizontal lines) on the upper right-hand corner of the game’s screen. Step 2: Tap the settings option. Step 3: Tap the Info tag on the right-hand side. Step 4: Copy your name from the User Info tab. Your name is right under it, it can be an email address or a GUEST-XXXXX username. Step 5: Head to DevPlay’s official website and enter your User ID and the CRK code you want to redeem, and hit Claim Reward. Step 6: Close the game and re-open it. There will be no notification on your mobile device, but if you do get confirmation on the website, you should then be rewarded with the items! We will keep this list of Cookie Run Kingdom codes up to date, as more pop up, and if you find a code, feel free to leave it in the comments. Original Article by Jupiter Hadley, updated by Shaun Walton. Shaun Walton Twitter Shaun is the lead contributor on AppSpy and 148Apps, but sometimes pops up on Pocket Gamer just to mix things up a little bit. Next Up : Devas of Creation codes (January 2026) See Comments Please enable JavaScript to view the comments powered by Disqus. Related Cookie Run Kingdom tier list [January 2026] iOS + Android Cookie Run: Kingdom Holiday Square event guide - All hidden object locations and answers iOS + Android Cookie Run Kingdom: Millennial Tree Cookie Toppings and Beascuits guide iOS + Android Cookie Run: Kingdom opens the Arcade Arena and Winter Night Campfire in its December update iOS + Android Cookie Run Kingdom: Elphaba Cookie Toppings and Beascuits guide [WICKED x CRK] iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
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https://www.pocketgamer.com/hardware-reviews/honor-magic8-pro/ | Honor Magic8 Pro review - "A phone for pictures" | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Hardware Reviews Honor Magic8 Pro review - "A phone for pictures" By Jupiter Hadley | Jan 8 Android By Jupiter Hadley | Jan 8 Android Twitter Facebook Reddit Tons of useful Ai-related features Amazing camera, with built-in editing Great battery life and fast charging The Honor Magic8 Pro is the newest, most powerful phone they've released. It's got a lot of AI integration, providing a much deeper ability to assist in everyday actions, and more importantly to me, take a lot of truly stunning photos. Let's take a step back to how the Honor Magic8 Pro feels. The phone itself is roughly as big as the iPhone that I have been previously using, though it's both thinner and thicker. The camera on the front of it sticks out quite a bit, in a massive circle; it's really, really quite big! This is due to a lot of the different features and lenses that are within this camera system, which I very much like. I do feel this phone is slightly top-heavy, due to the camera on it. The screen is crisp, the colours clear, and everything just feels good. The battery life on the Honor Magic8 Pro feels good too, with the battery lasting all day, despite me playing games and taking pictures of everything. If you are into technical things, this phone has a 6270mAh Honor Silicon-carbon battery, which allows for both wired and wireless charging. The AI Assistance This phone highlights its own use of AI quite a bit. As Honor is Android, it comes pre-installed with Google Gemini, which allows people to interact with it using text, voice or image, for assistance on the go. I am not a huge AI assistant user, but I can see the perks in wanting a phone that can so easily react to you this way. There is also the option of Gemini Live, which has real-time visual understanding, can read signs and translate menus, and can even understand where you are based on landmarks. It's great for those who love to travel and explore the world. Honor has its own Honor AI, which can be accessed using a quick tap AI button and a Magic Sidebar. This allows your phone to understand what it's looking at, detect deepfakes, protect against face-swaps and voice cloning, and let you know if there is some sort of AI trying to deceive you. Having these sorts of protective features is really important in this day and age, especially with so many scams using AI to generate voice and video. All about images Now, with a massive camera, it's very clear that the Honor Magic8 Pro has a handful of extra features. On the camera itself, there are a bunch of different options. Lots of normal things like Portrait mode can be found, but there is also a dedicated night mode, which features a 200MP Ultra Night Telephoto. It really captures the finer details in low-light instead of making up the picture. There is a Pro mode, which allows you to basically tinker with your phone as if it were a physical camera - very neat for those who love photography. This phone has a good level of stabilisation as a default as well! Several of the modes have an option, Ai enchancement mode, which can help with it. There are a few different filters that can be put in when it comes to taking pictures, including uploading your own watermark, which will appear on your images. The editing after you take a picture with the Honor Magic8 Pro is also quite detailed and fantastic, with plenty of presets. You can take your pictures and us Ai to change them too, to make a photo into a drawing, for example, which is fun to play around with. Verdict I found the Honor Magic8 Pro to be a fantastic phone to tinker around with. The amount of control on changing and taking photographs is fantastic, though the phone did at first lighten my cat to be more orange than he is in real life, it's great to tinker and make those settings your own. Setting up the phone and transferring data, even from an iPhone, was easier than expected. Everything came through quickly and fully. I do find the shape of the phone to be a bit odd, but to accommodate such a big camera, it makes a lot of sense. Honor Magic8 Pro review - "A phone for pictures" The HONOR Magic8 Pro has lots of futuristic features like Ai assistance and filters for your photos. It's a great phone with a lot of features that I've not seen before. Jupiter Hadley Twitter Jupiter is a prolific indie game journalist with a focus on smaller indie gems. She covers thousands of game jams and indie games on her YouTube channel, letting every game have a moment in the spotlight. She runs indiegamejams.com, a calendar of all of the game jams going on in the world, and judges many jams and events. You can find her on Twitter as @Jupiter_Hadley Next Up : Status Audio Pro X review - "Great sound quality and noise cancelling" Related Status Audio Pro X review - "Great sound quality and noise cancelling" iOS + Android Boox Note Max review - "Top-notch productivity and gaming without the eye strain" Android Gunnar Cruz, Spider-Man Miles Morales Edition glasses review - "Made for teens, but oddly perfect for me" Gunnar Roswell Alienware Glasses review - "Futuristic statement piece" The Grinch Plush Wireless Headphones review - "They sure are comfortable" Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.youtube.com/watch?v=KVZ-P-ZI6W4 | React.js Conf 2015 Keynote - Introducing React Native - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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https://www.pocketgamer.com/marvel-contest-of-champions/ | Marvel Contest of Champions | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Marvel Contest of Champions Get 12th PG Awards Nominee! Developer: Kabam Games Inc. | Available on: iOS + Android Twitter Facebook Reddit Marvel Contest of Champions Articles RSS How To Marvel Contest of Champions codes (January 2026) By Shaun Walton How To Marvel Contest of Champions tier list - The best characters by class By Anderson Han News Marvel Contest of Champions teases a new editorialised champion for its 11th anniversary By Iwan Morris News Marvel Contest of Champions Summoner Fest Recap: US player Liam wins big at Battlerealm Brawl By Iwan Morris News Marvel Contest of Champions is bringing the Spider-verse to the Battlerealm in its next update By Tanish Botadkar News Marvel Contest of Champions trims down the chaos for Alliance War Season 62 By Tanish Botadkar Right Arrow Game Finder Browse our archive for thousands of game reviews across all mobile and handheld formats Top List Best fighting games for iPhone and iPad (iOS) By Jon Mundy Top List Best fighting games for Android phones and tablets By Jon Mundy News Marvel Contest of Champions announces semi-finalists for Battlerealm Brawl By Iwan Morris Feature The Pocket Gamer Podcast Episode 50 - Marvel Contest of Champions, Clash of Clans, and Hello Kitty Merch Match By Catherine Dellosa News Marvel Contest of Champions is geared up for Halloween with the climax of the Eidol storyline By Tanish Botadkar News Marvel Contest of Champions debuts season 61 of Alliance War with new tactics and ban list By Iwan Morris News Marvel: Contest of Champions debuts Mr Knight and the Silver Samurai this fall By Iwan Morris Top List Best iPad games you can play for free in 2025 By Anthony Usher Feature Video: We played every Marvel game on mobile so you don't have to By Stephen Gregson-Wood Top List Top 10 best superhero games for Android phones and tablets By Bryan Taylor How To Finest Marvel mobile games By Mihail Katsoris News Marvel Contest of Champions sees the rise of villains in the August update By Tanish Botadkar News Marvel Contest of Champions joins Marvel's Fantastic Four celebrations ahead of movie release By Iwan Morris Feature The Pocket Gamer Podcast Episode 41 - Yu Yu Hakusho: Slugfest, Metal Slug Tactics, and Marvel Contest of Champions By Catherine Dellosa News Marvel Contest of Champions launches Fantastic Four-themed content to hype up the upcoming film's release By Catherine Dellosa News Marvel Contest of Champions gears up for an update inspired by The Fantastic Four: First Steps By Tanish Botadkar News Marvel Contest of Champions brings Spider-Woman to the fray as the threat of the Eidol Champion Lumatrix looms By Tanish Botadkar News Marvel Contest of Champions will launch the Dark Phoenix Saga with Jean Grey and Bastion alongside the addition of a new Eidol By Tanish Botadkar News Marvel Contest of Champions releases a new update as we near the release of Captain America: Brave New World By Tanish Botadkar News Marvel Contest of Champions has released the new Sigil Summoner’s subscription By Tanish Botadkar News Marvel Contest of Champions kicks off the year with new Summoner's Choice Champion vote By Iwan Morris Feature Marvel Contest of Champions: Everything you can expect from its massive 10th-anniversary celebration By Alina Gasca News Pocket Gamer Awards 2024 winners and game of the year announced By Dann Sullivan Top List Top 6 best mobile games for celebrating American Thanksgiving By Jupiter Hadley Next | 2026-01-13T08:48:43 |
https://docs.suprsend.com/docs/python-broadcast | Broadcast - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Developer Resources Overview Updates and Versioning Versioning and Support Policy SDK Changelog Authentication API Keys and Secrets Service Token Best Practices for Key & Token Management MCP Overview BETA Quickstart Tool List Building with LLMs Security Security SDKs and APIs SDKs SDK Overview SuprSend Backend SDK Python SDK Integrate Python SDK Manage Users Objects Send and Track Events Trigger Workflow from API Tenants Lists Broadcast Node.js SDK Java SDK Go SDK SuprSend Client SDK Management API REST API Postman Collection Features Validate Trigger Payload Type Safety Testing Testing the Template Test Mode Monitoring and Logging Logs Data Out Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Python SDK Broadcast Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Python SDK Broadcast OpenAI Open in ChatGPT Trigger broadcast notifications to a list of users with Python SDK. OpenAI Open in ChatGPT Pre-Requisites Create a list of users Trigger Broadcast You can trigger broadcast using supr_client.subscriber_lists.broadcast() method. Request Sample Response Copy Ask AI from suprsend import Suprsend, SuprsendAPIException, SubscriberListBroadcast supr_client = Suprsend( "_workspace_key_" , "_workspace_secret_" ) broadcast_body = { "list_id" : "_list_id_" , "template" : "_template_slug_" , "notification_category" : "promotional" , ## ---- Optional Parameters ------ "data" : { "key1" : "value1" , "key2" : "value2" }, "channels" : [], # Channel keys - email, sms, whatsapp, androidpush, iospush, ms_teams, slack, webpush "delay" : "xxdxxhxxmxxs" , "trigger_at" : "ISO 8601 timestamp" } inst = SubscriberListBroadcast( body = broadcast_body) resp = supr_client.subscriber_lists.broadcast(inst) print (resp) Broadcast body field description: Parameter Description list_id list of users that you want to send broadcast messages to. template Add template slug here. You can get this slug by clicking on the clipboard icon next to the Template name on SuprSend templates page. It is the same for all channels notification_category Preference Category to apply user preference settings while sending. Root categories- system / transactional / promotional data variable data defined in templates or workflow channels Specify channels if you don’t want to send notification of all live channels in the template. Available channel keys - email, SMS, WhatsApp, androidpush, iospush, ms_teams, slack, webpush delay Broadcast will be halted for the time mentioned in delay, and become active once the delay period is over. Example: 1d2h3m4s / 60 trigger_at Trigger broadcast on a specific date-time. Pass in ISO 8601 timestamp (e.g. “2021-08-27T20:14:51.643Z”) Was this page helpful? Yes No Suggest edits Raise issue Previous Integrate Node SDK Install & Initialize SuprSend NodeJS SDK using your workspace credentials for sending notifications. Next ⌘ I x github linkedin youtube Powered by On this page Pre-Requisites Trigger Broadcast | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/cookie-run-kingdom/holiday-square-event-guide-hidden-objects/ | Cookie Run: Kingdom Holiday Square event guide - All hidden object locations and answers | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search How Tos Cookie Run: Kingdom Holiday Square event guide - All hidden object locations and answers By Cristina Mesesan | Dec 19 iOS + Android | Cookie Run: Kingdom Twitter Facebook Reddit After a loooong-awaited year (actually, two years!). We finally have another event like Holiday Express, where we can find hidden objects and put our detective skills to use. Of course, the events are nothing alike, but they ARE similar. So, I did what I do best, and I've tried to bring you all the answers to The Holiday Square event in CRK, along with pictures of all the hidden objects you have to find! Personally, I believe this event is one of the most fun we've had recently, mainly because I also love visual novels and mysteries, so with The Holiday Square event, I can truly enjoy both. Before we dive in, don't forget to claim the latest CRK codes ! The Holiday Square event rewards Some of the rewards included in this event are a "Detective of the Year" title, which is what I'm aiming to get. Of course, each chapter completion also comes with plenty more rewards, but I say let's dive right in. For those who are just trying to skip through the levels and claim the maximum rewards possible, this guide is for you. There are several achievements for clearing the stages on the first try, so if that’s your goal, you’re in the right place. Before we get stuck in, let’s get one thing straight: I will post pictures of all the items you need to find, and where necessary, I will give you the correct answers to unlock all the hidden Scenarios. Chapter 1 - Prelude to the Incident Scene 1-1 - The Festival Will... In this part, you can simply find out more about the event, greet the cookies, which is going to set the scene for the upcoming scenes, where you have to find clues. Scene 1-2 - ...NOT Begin Shortly?! First, open the crate by tapping on it. You'll get a drone you can then use to survey the Holiday Square. Move the drone on top of Cherry Cookie, and press the magnifying lens button. This will give you 1/4 clues. Now, select all these clues. Scene 1-3 - Nobody Move! For this one, you want to select the four evidence items in front of the ship, PLUS THE SHIP . Survey the Boulder surroundings For this one, just follow the instructions in the picture. Chapter 2 - Looming Shadows Scene 2-1 - Raging Blizzard Question: Detect the false statement! Answer: The three of us stayed in the Town Square the whole time! We were talking about the incident at the harbor! Next up, you want to question Cherry Cookie when prompted to pick between Manju Cookie and Cherry Cookie. Cherry Cookie's statement: Question: Detect the false statement! Answer: No matter where I looked, it wasn't there... So I kept searching and searching... Now, you will go question Manju Cookie. He will say he wanted to stay by Jagae Cookie's side, but she refused, so he remained in his room - this is a little bit sus, but anyway, we'll move along to the next scene. Scene 2-2 - No Harvest Chapter 3 - Even the Smallest Clue Scene 3-1 - The Rookie This scene has no interactable features. Scene 3-2 - Another Incident?! Chapter 4 - Whereabouts of the Culprit Scene 4-1 - Missing Culprit This scene has no interactable features. Scene 4-2 - The Eyewitness Question: Detect the false statement! Answer: Anyway, I was looking for good timber when I heard a scream deeper in. Turned out to be Mandu Cookie. And the moment I arrived, I ran after the culprit. Chapter 5 - Find the Culprit! Scene 5-1 - What's Most Suspicious Pick Stay Silent like Cheddar Cheese Cookie said . Question: Detect the false statement! Answer: The banana peels? Yeah, they're ours! But we were just... sharing bananas. That's all! Scene 5-2 - The Pointy Punks Question: Detect the false statement! Answer: Not a single complaint. Not once! Chapter 6 - The Real Culprit is...! Scene 6-1 - So, The Real Culprit... This scene has no interactable features. Scene 6-2 - Calling Names The final task is to find out who the real culprit is. Question: Who is the culprit? Answer: Pick the following items: Sweet Fragrance - A sweet and sharp scent. The same scent was at the crime scene and near the boulder. Cherry Bomb - A cherry bomb, presumably dropped by the culprit while fleeing the scene. Cherry Cookie's Statement - No matter where I looked, it wasn't there... So I kept searching and searching... Street Urchin Cookie's Statement - If trouble happened... someone must've used their reputation against them. Set them up, Banana Peel - A banana peel someone tossed aside. Extremely slippery! Chapter 7 - Coming on December 24th, 2025... Download now! Cookie Run: Kingdom Cristina Mesesan Cristina is a lifelong gamer who also loves digital art, she's worked as an animator and tried some game level designing in Unity. Her biggest passion is pixel games (Stardew, To the Moon), and she adores writing and sharing her knowledge about games. Next Up : Daily free Monopoly Go dice links (December 2025) Related Cookie Run Kingdom: Millennial Tree Cookie Toppings and Beascuits guide iOS + Android Cookie Run Kingdom tier list [December 2025] iOS + Android Cookie Run Kingdom codes (December 2025) iOS + Android Cookie Run: Kingdom opens the Arcade Arena and Winter Night Campfire in its December update iOS + Android Cookie Run Kingdom: Elphaba Cookie Toppings and Beascuits guide [WICKED x CRK] iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/the-wrapp/wrapp-64/ | The Wrapp - Cracking codes, colliding realms, and making dawn | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Features The Wrapp - Cracking codes, colliding realms, and making dawn What are the Pocket Gamer team playing this weekend? By Stephen Gregson-Wood | Jan 9 iOS + Android Twitter Facebook Reddit Welcome back to The Wrapp , our weekly gaming feature where the Pocket Gamer staff discuss what they're playing over the next few days. It's the first edition of 2026, and we're off to a great start. Catherine's putting her code-breaking skills to the test while Shaun is fraternising with sky bison. Elsewhere, Will is wading his way through Dawnmaker, and I've fallen in love with Into the Breach all over again. Catherine Dellosa Reviews Editor I’m getting back into the swing of things with TR-49 , which - even though I’ve already installed it on my device for review access - still baffles me as to what exactly it is. But given how I absolutely adored Overboard! , I can’t wait to give inkle’s new adventure a go this weekend. Outside of mobile, I’ve got my eye on Tiny Bookshop , where you get to run a second-hand bookstore and recommend books to the lovely townsfolk. The premise is already everything I could ever want in a cosy sim, but because the holiday rush has effectively drained my wallet, I’m going to have to wait for it to go on sale. Ah, the harsh realities of life. Shaun Walton Staff Writer For the past two weeks, I was relentlessly playing Star Wars: The Old Republic, rinsing everything I could out of the Double EXP events in a bid to level my crafting alts. I will still be continuing this journey over the weekend, but now that the event is over, I am free to slot in some other games too. And I know exactly what I want: Avatar Legends: Realms Collide . I am not the biggest fan of these types of games; I think the building queues get too ridiculous and boring. However, I love the Avatar series, and Tilting Point recently released the Companions system. You can get your own sky bison. I want my own Appa! But I will reverse the name, so Aang doesn’t realise I stole it. I see no flaw in this plan... Dann Sullivan Editor in Chief I’ve yet to fully shift gears back to mobile gaming following the break. In the last Wrapp , I said that I’d been messing around with State of Decay 2 with some buddies. I have continued that and am about to finish my first Dread difficulty run-through, which hasn’t been easy and has required a lot of careful planning. I imagine that, should I actually get back to mobile this week, it’ll be through Cult of the Lamb , which was a solid port that I really enjoyed the feel of. Regardless, I’ll almost certainly have something new to write about next week. Iwan Morris Staff Writer Once more, you’ll be sad to learn my mobile gaming is more on the casual end. I do have Shotgun King downloaded from when it was free on the Epic Games Store, though. But my time is going be taken up with more writing for the Aliens TTRPG scenarios I have planned. I think that this year is going to be a good one for mobile gaming. Or at the very least, the more interesting launches outside what I hesitate to now call ‘AAA’ mobile. Vampire Crawlers is definitely going to be my one to watch for obvious reasons if you read this Wrapp frequently. Will Quick Freelance Writer It's a brand new year, which means it's another full chance to dominate the mobile market! We got the skills and the smarts to climb to the top, and I'm gonna toss my stats into the pile. We're already off to a good start with Epic making Bloons 6 TD the free game (even though they confusingly didn't make it the mobile version), and new releases coming out every '26 crevice, and we just gotta snatch them up. I've already been fortunate enough to be set on the trail of two such titles. I've got to strategise my way through Dawnmaker on iOS and then follow the text-based journey of Knight & Dragon on Android. Time to head for the top! Stephen Gregson-Wood Deputy Editor Belated Happy New Year! We're still in the early knockings of January, and it already feels like it's going to be an excellent 2026 for mobile gaming. Ball x Pit , AFK Journey: Homestead , and Shotgun King are but a few examples that have already caught my attention, with some undoubtedly slipping my appalling memory. I wanted to shout what's to come, mostly because what I'm currently playing hasn't changed. Since we last spoke, I have played a frankly obscene amount of Into the Breach . Its constant autosaving and turn-based nature make it great for dropping in and out during the day. It's a perfect fit for phones and is rapidly tailing Retro Bowl for the no-doubt prestigious title of Stephen's favourite mobile game. Stephen Gregson-Wood Twitter LinkedIn Stephen is Pocket Gamer's Deputy Editor and a lifelong gamer who will tell you straight-faced that he prefers inventive indies over popular big studio games while doing little more than starting yet another Bloodborne playthrough. Next Up : 5 new mobile games to try this week - January 8th, 2026 Related The Wrapp - Jazz cats a-leaping, giant bugs a-slaying, and a kaiju in a pear tree iOS + Android The Wrapp - Battlin' cards, cleaning canals, and The Marshall Splatters LP iOS + Android The Wrapp - Arknights: Endfield, coaxing collabs, and amateur Uno iOS + Android The Wrapp - Pets from the void, prepping for Dadish 4, and ferrying the dead iOS + Android The Wrapp - Surviving Resident Evil, old habits, and time-twisting felines iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/footy-dash/coming-soon-from-dev-of-pizza-hero/ | Footy Dash is a new take on the beautiful game from the developer behind Pizza Hero | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search News Footy Dash is a new take on the beautiful game from the developer behind Pizza Hero Dodging and weaving By Iwan Morris | Jan 12 iOS | Footy Dash Twitter Facebook Reddit Footy Dash is the latest upcoming launch from Astro Hound Studios Take on the challenge of an endless runner involving football dribbling Avoid obstacles ranging from traffic cones to real-life defenders For football fans, one of the simplest but most important skills is dribbling. The ability to guide the ball with your foot can ensure your team remains in possession. And while it may not be that flashy, a skilled dribbler can pull off some truly impressive tricks. Tricks that you too can have a go at in Footy Dash! Footy Dash is a new 3D endless runner (air quotes) that sees you trying to guide the ball around, through and under all manner of obstacles such as traffic cones, barriers and even defenders trying to interfere with your run. Coming to us from the developer of Pizza Hero , Footy Dash offers a similar simple-concept-but-excellent-execution. Dribbling as an endless runner is novel yet straightforward, and the addition of all manner of different obstacles to contend with makes it a surprisingly engaging take on a sports sim. Subscribe to Pocket Gamer on Double dribbling As for when you can get your hands on Footy Dash proper, the iOS App Store listing indicates we can expect it on March 6th, but as always, that date can change. However, one excellent aspect of a developer like Astro Hound Studios is that you can follow their progress through the YouTube channel above! Pizza Hero itself got a big thumbs-up from us. And while the somewhat janky 3D look of Footy Dash is quite different to the retro pixel graphics of Pizza Hero, there's still plenty of reasons to enjoy what it offers! Speaking of, if you're looking to experience other fast-paced sporting fun, then mobile is definitely the place to be! If you want either arcade action that stretches reality to its limit, or gritty simulation to let you live out your management fantasies, we've got it all listed on our ranking of the best sports games on iOS ! Download now! Footy Dash Iwan Morris LinkedIn Iwan is a Cardiff-based freelance writer, who joined the Pocket Gamer Biz site fresh-faced from University before moving to the Pocketgamer.com editorial team in November of 2023. Next Up : Puzzle & Dragons hits a whopping 16 million downloads in North America Related Puzzle & Dragons hits a whopping 16 million downloads in North America iOS + Android Garena: Free Fire to introduce new collaboration with hit shonen series JuJutsu Kaisen this month iOS + Android The Sims shows off what's in store for mobile this coming year in new update iOS + Android Armored Frontline: Warzone is a tank battler that has opened global pre-registration ahead of launch iOS + Android Reverse: 1999 is headed to Paris for a feature-packed version 3.2 this month iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://reactjs.org/docs/getting-started.html#displaying-data | Quick Start – React React v 19.2 Search ⌘ Ctrl K Learn Reference Community Blog GET STARTED Quick Start Tutorial: Tic-Tac-Toe Thinking in React Installation Creating a React App Build a React App from Scratch Add React to an Existing Project Setup Editor Setup Using TypeScript React Developer Tools React Compiler Introduction Installation Incremental Adoption Debugging and Troubleshooting LEARN REACT Describing the UI Your First Component Importing and Exporting Components Writing Markup with JSX JavaScript in JSX with Curly Braces Passing Props to a Component Conditional Rendering Rendering Lists Keeping Components Pure Your UI as a Tree Adding Interactivity Responding to Events State: A Component's Memory Render and Commit State as a Snapshot Queueing a Series of State Updates Updating Objects in State Updating Arrays in State Managing State Reacting to Input with State Choosing the State Structure Sharing State Between Components Preserving and Resetting State Extracting State Logic into a Reducer Passing Data Deeply with Context Scaling Up with Reducer and Context Escape Hatches Referencing Values with Refs Manipulating the DOM with Refs Synchronizing with Effects You Might Not Need an Effect Lifecycle of Reactive Effects Separating Events from Effects Removing Effect Dependencies Reusing Logic with Custom Hooks Is this page useful? Learn React Quick Start Welcome to the React documentation! This page will give you an introduction to 80% of the React concepts that you will use on a daily basis. You will learn How to create and nest components How to add markup and styles How to display data How to render conditions and lists How to respond to events and update the screen How to share data between components Creating and nesting components React apps are made out of components . A component is a piece of the UI (user interface) that has its own logic and appearance. A component can be as small as a button, or as large as an entire page. React components are JavaScript functions that return markup: function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } Now that you’ve declared MyButton , you can nest it into another component: export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Notice that <MyButton /> starts with a capital letter. That’s how you know it’s a React component. React component names must always start with a capital letter, while HTML tags must be lowercase. Have a look at the result: App.js App.js Reload Clear Fork function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Show more The export default keywords specify the main component in the file. If you’re not familiar with some piece of JavaScript syntax, MDN and javascript.info have great references. Writing markup with JSX The markup syntax you’ve seen above is called JSX . It is optional, but most React projects use JSX for its convenience. All of the tools we recommend for local development support JSX out of the box. JSX is stricter than HTML. You have to close tags like <br /> . Your component also can’t return multiple JSX tags. You have to wrap them into a shared parent, like a <div>...</div> or an empty <>...</> wrapper: function AboutPage ( ) { return ( < > < h1 > About </ h1 > < p > Hello there. < br /> How do you do? </ p > </ > ) ; } If you have a lot of HTML to port to JSX, you can use an online converter. Adding styles In React, you specify a CSS class with className . It works the same way as the HTML class attribute: < img className = "avatar" /> Then you write the CSS rules for it in a separate CSS file: /* In your CSS */ .avatar { border-radius : 50 % ; } React does not prescribe how you add CSS files. In the simplest case, you’ll add a <link> tag to your HTML. If you use a build tool or a framework, consult its documentation to learn how to add a CSS file to your project. Displaying data JSX lets you put markup into JavaScript. Curly braces let you “escape back” into JavaScript so that you can embed some variable from your code and display it to the user. For example, this will display user.name : return ( < h1 > { user . name } </ h1 > ) ; You can also “escape into JavaScript” from JSX attributes, but you have to use curly braces instead of quotes. For example, className="avatar" passes the "avatar" string as the CSS class, but src={user.imageUrl} reads the JavaScript user.imageUrl variable value, and then passes that value as the src attribute: return ( < img className = "avatar" src = { user . imageUrl } /> ) ; You can put more complex expressions inside the JSX curly braces too, for example, string concatenation : App.js App.js Reload Clear Fork const user = { name : 'Hedy Lamarr' , imageUrl : 'https://i.imgur.com/yXOvdOSs.jpg' , imageSize : 90 , } ; export default function Profile ( ) { return ( < > < h1 > { user . name } </ h1 > < img className = "avatar" src = { user . imageUrl } alt = { 'Photo of ' + user . name } style = { { width : user . imageSize , height : user . imageSize } } /> </ > ) ; } Show more In the above example, style={{}} is not a special syntax, but a regular {} object inside the style={ } JSX curly braces. You can use the style attribute when your styles depend on JavaScript variables. Conditional rendering In React, there is no special syntax for writing conditions. Instead, you’ll use the same techniques as you use when writing regular JavaScript code. For example, you can use an if statement to conditionally include JSX: let content ; if ( isLoggedIn ) { content = < AdminPanel /> ; } else { content = < LoginForm /> ; } return ( < div > { content } </ div > ) ; If you prefer more compact code, you can use the conditional ? operator. Unlike if , it works inside JSX: < div > { isLoggedIn ? ( < AdminPanel /> ) : ( < LoginForm /> ) } </ div > When you don’t need the else branch, you can also use a shorter logical && syntax : < div > { isLoggedIn && < AdminPanel /> } </ div > All of these approaches also work for conditionally specifying attributes. If you’re unfamiliar with some of this JavaScript syntax, you can start by always using if...else . Rendering lists You will rely on JavaScript features like for loop and the array map() function to render lists of components. For example, let’s say you have an array of products: const products = [ { title : 'Cabbage' , id : 1 } , { title : 'Garlic' , id : 2 } , { title : 'Apple' , id : 3 } , ] ; Inside your component, use the map() function to transform an array of products into an array of <li> items: const listItems = products . map ( product => < li key = { product . id } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; Notice how <li> has a key attribute. For each item in a list, you should pass a string or a number that uniquely identifies that item among its siblings. Usually, a key should be coming from your data, such as a database ID. React uses your keys to know what happened if you later insert, delete, or reorder the items. App.js App.js Reload Clear Fork const products = [ { title : 'Cabbage' , isFruit : false , id : 1 } , { title : 'Garlic' , isFruit : false , id : 2 } , { title : 'Apple' , isFruit : true , id : 3 } , ] ; export default function ShoppingList ( ) { const listItems = products . map ( product => < li key = { product . id } style = { { color : product . isFruit ? 'magenta' : 'darkgreen' } } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; } Show more Responding to events You can respond to events by declaring event handler functions inside your components: function MyButton ( ) { function handleClick ( ) { alert ( 'You clicked me!' ) ; } return ( < button onClick = { handleClick } > Click me </ button > ) ; } Notice how onClick={handleClick} has no parentheses at the end! Do not call the event handler function: you only need to pass it down . React will call your event handler when the user clicks the button. Updating the screen Often, you’ll want your component to “remember” some information and display it. For example, maybe you want to count the number of times a button is clicked. To do this, add state to your component. First, import useState from React: import { useState } from 'react' ; Now you can declare a state variable inside your component: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; // ... You’ll get two things from useState : the current state ( count ), and the function that lets you update it ( setCount ). You can give them any names, but the convention is to write [something, setSomething] . The first time the button is displayed, count will be 0 because you passed 0 to useState() . When you want to change state, call setCount() and pass the new value to it. Clicking this button will increment the counter: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } React will call your component function again. This time, count will be 1 . Then it will be 2 . And so on. If you render the same component multiple times, each will get its own state. Click each button separately: App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } Show more Notice how each button “remembers” its own count state and doesn’t affect other buttons. Using Hooks Functions starting with use are called Hooks . useState is a built-in Hook provided by React. You can find other built-in Hooks in the API reference. You can also write your own Hooks by combining the existing ones. Hooks are more restrictive than other functions. You can only call Hooks at the top of your components (or other Hooks). If you want to use useState in a condition or a loop, extract a new component and put it there. Sharing data between components In the previous example, each MyButton had its own independent count , and when each button was clicked, only the count for the button clicked changed: Initially, each MyButton ’s count state is 0 The first MyButton updates its count to 1 However, often you’ll need components to share data and always update together . To make both MyButton components display the same count and update together, you need to move the state from the individual buttons “upwards” to the closest component containing all of them. In this example, it is MyApp : Initially, MyApp ’s count state is 0 and is passed down to both children On click, MyApp updates its count state to 1 and passes it down to both children Now when you click either button, the count in MyApp will change, which will change both of the counts in MyButton . Here’s how you can express this in code. First, move the state up from MyButton into MyApp : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { // ... we're moving code from here ... } Then, pass the state down from MyApp to each MyButton , together with the shared click handler. You can pass information to MyButton using the JSX curly braces, just like you previously did with built-in tags like <img> : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } The information you pass down like this is called props . Now the MyApp component contains the count state and the handleClick event handler, and passes both of them down as props to each of the buttons. Finally, change MyButton to read the props you have passed from its parent component: function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } When you click the button, the onClick handler fires. Each button’s onClick prop was set to the handleClick function inside MyApp , so the code inside of it runs. That code calls setCount(count + 1) , incrementing the count state variable. The new count value is passed as a prop to each button, so they all show the new value. This is called “lifting state up”. By moving state up, you’ve shared it between components. App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } Show more Next Steps By now, you know the basics of how to write React code! Check out the Tutorial to put them into practice and build your first mini-app with React. Next Tutorial: Tic-Tac-Toe Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 Learn React Quick Start Installation Describing the UI Adding Interactivity Managing State Escape Hatches API Reference React APIs React DOM APIs Community Code of Conduct Meet the Team Docs Contributors Acknowledgements More Blog React Native Privacy Terms On this page Overview Creating and nesting components Writing markup with JSX Adding styles Displaying data Conditional rendering Rendering lists Responding to events Updating the screen Using Hooks Sharing data between components Next Steps | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/new-weekly-mobile-games/january-8th-2026/ | 5 new mobile games to try this week - January 8th, 2026 | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Features 5 new mobile games to try this week - January 8th, 2026 By Catherine Dellosa | Jan 8 iOS + Android | NEW WEEKLY MOBILE GAMES Fresh mobile picks you should give a go this week Twitter Facebook Reddit Left Arrow 0 / 5 Right Arrow Save your beloved from an alien abduction Brew potions for all the magical folk in the land Live the chill small-town life with your online friends Who doesn't love new games? We certainly do - there's just something about the exhilaration of a new title you can't wait to dive into, as the loading screen pops up and you enter a brave new world. Of course, new mobile games are a dime a dozen these days, and who has the time to scour the iPhone, iPad and/or Android stores to catch the latest title that drops? Fret not - we've gathered a quick list of 5 new mobile games you should try this week, whether that's an undiscovered indie gem or a high-profile AAA masterpiece. That said, you can head on over to our NEW WEEKLY MOBILE GAMES hub if you're on the hunt for more curated adventures to obsess over! Click Here To View The List » 1 True Skate+ Available on: iOS + Apple Arcade Find out more about True Skate+ Apple Arcade seems to be hell-bent on starting the new year with a bang, so you'll have to excuse us for featuring a string of new releases on the subscription service this week. One such launch is True Skate+, where you can test your skills and try to keep fit (at least, digitally) across a physics-driven sim. You'll put your dexterity to the test with a whole bunch of sick tricks to unleash with your digital board. Plus, you can not only customise your skater but also your very own skate park - then sit back, relax, and watch your jaw-dropping moves come to life with fab replay cams you can also personalise to your liking. Subscribe to Pocket Gamer on Download now! True Skate+ 2 Potion Punch 2+ Available on: iOS + Apple Arcade Find out more about Potion Punch 2+ We've got another lovely little plus sign to celebrate here as Potion Punch 2+ comes to iOS via Apple Arcade. This fantasy restaurant sim will have you whipping up all kinds of concoctions for the magical folk in the land, and it's not just about brewing the perfect potions, too. You'll also get to know a whole bunch of colourful characters in the kingdom - you'll even need to summon powerful heroes to lend you a hand in the kitchen. Because when there are dragons to tame and goblins to befriend, you'll need all the help you can get! Subscribe to Pocket Gamer on Download now! Potion Punch 2+ 3 Cozy Caravan Available on: iOS + Apple Arcade Find out more about Cozy Caravan Now, there's no plus in the title here, but this Apple Arcade entry (this is the last one this week - promise!) makes up for it by having the word "cosy" in the title instead. Cozy Caravan is exactly what it says on the tin - you'll go on a wholesome adventure as a travelling merchant where you craft, trade, and explore your way through towns, all while befriending anthropomorphic characters on your journey. The small-town charm extends to your best bud named Bubba, with plenty of fun mini-games to dive into and lots of local townsfolk to get to know along the way. Can it get any cosier than this? Subscribe to Pocket Gamer on Download now! Cozy Caravan 4 Heartopia Available on: iOS + Android Find out more about Heartopia And speaking of cosy, Heartopia lets you trade the busy city life for a more laid-back small-town vibe in this lovely life sim. While it's a pretty crowded genre at the moment, what seemingly sets this apart is the fact that farming, fishing, and gardening aren't supposed to be tedious - they're hobbies, and should never feel like a chore. After all, you didn't escape the daily grind only to leap right into another one, did you? Subscribe to Pocket Gamer on Download now! Heartopia 5 Shotgun Joe Available on: Android Find out more about Shotgun Joe We end the list with a little indie entry this week, but it's not at all cosy! As the eponymous Shotgun Joe, you'll blast away at everything from zombies to dinosaurs in a seemingly run-of-the-mill side-scroller. The convenient one-finger controls should make things a tad simpler, but what makes it interesting is that you're doing it all to save your beloved who's been abducted by aliens. The things we do for love, eh? Subscribe to Pocket Gamer on Download now! Shotgun Joe Left Arrow 0 / 5 Right Arrow Catherine Dellosa Twitter Instagram Catherine plays video games for a living and writes because she’s in love with words. Her Young Adult contemporary novel, For The Win: The Not-So-Epic Quest Of A Non-Playable Character, is her third book published by Penguin Random House SEA - a poignant love letter to gamer geeks, mythological creatures, teenage heartbreak, and everything in between. She one day hopes to soar the skies as a superhero, but for now, she strongly believes in saving lives through her works in fiction. Check out her books at bit.ly/catherinedellosabooks, or follow her on FB/IG/Twitter at @thenoobwife. Next Up : Interview: Find out how Echoes of Revolution brings American history to life through Assassin's Creed Related 5 new mobile games to try this week - January 1st, 2026 iOS + Android 5 new mobile games to try this week - December 25th, 2025 iOS + Android 5 new mobile games to try this week - December 18th, 2025 iOS + Android 5 new mobile games to try this week - December 11th, 2025 iOS + Android 5 new mobile games to try this week - December 4th, 2025 iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/monument-valley-3/the-garden-of-life-review/ | Monument Valley 3: The Garden of Life review - "More puzzles, interesting story" | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Game Reviews Monument Valley 3: The Garden of Life review - "More puzzles, interesting story" By Jupiter Hadley | Dec 27 iOS + Android | Monument Valley 3 Get By Jupiter Hadley | Dec 27 iOS + Android | Monument Valley 3 Twitter Facebook Reddit More chapters with more story Interesting puzzles Optional side quests Back when I reviewed Monument Valley 3 , I was interested in the missing chapters, as it ended the story in a way that it would clearly continue. Now that the puzzler has launched on Android, for those who have played it on Apple devices, there is new content as well. Monument Valley 3: The Garden of Life is an update that completes the whole thing, where you can now play the rest of the story along with optional side puzzles for a bit more fun. At first, these puzzles felt extremely easy, as I breezed through them. The story itself is still subtle, showing the water that has flooded these places, the broken lighthouses, and the people who have been separated. But, at the same time, there is hope through you - through the things you are building and the people you are bringing back together. I quite like the bit of story, along with the subtle meaning that is woven through the chapters. I did find the first few new ones extremely easy, but then the world started twisting the paths, bringing plants in with the buildings, to create a harmony of hope. I do find this meaning to be very lovely, but at the same time, I find these levels where the paths twist, particularly the last chapter, extremely challenging all of a sudden. Monument Valley 3 doesn't have any sort of hint system, so you will need to work it out over time, which is a bit of a challenge at times! Monument Valley 3: The Garden of Life is a fantastic puzzler that has real meaning in its subtle story and a lot of beautiful moments throughout. There are some optional puzzles that can be found and played, though I wasn't too tempted to play anymore after my struggles with the last level. I do like this option that makes the whole experience feel complete. It's a wonderful adventure for those who are fans of the previous Monument Valley entries, or people who want something that feels elevated in the puzzle genre. Download now! Monument Valley 3 Monument Valley 3: The Garden of Life review - "More puzzles, interesting story" Monument Valley 3: The Garden of Life is a fantastic puzzler with a story throughout, though the difficulty curve does feel like it could use a little work. Jupiter Hadley Twitter Jupiter is a prolific indie game journalist with a focus on smaller indie gems. She covers thousands of game jams and indie games on her YouTube channel, letting every game have a moment in the spotlight. She runs indiegamejams.com, a calendar of all of the game jams going on in the world, and judges many jams and events. You can find her on Twitter as @Jupiter_Hadley Next Up : The Macabre Journey review - "A charmingly dark adventure" Related Monument Valley to take centre stage at the National Videogame Museum this month iOS + Android Monument Valley 3: The Garden of Life expands on the award-winning puzzler as it arrives on mobile soon iOS + Android Monument Valley 3 is finally returning to iOS and Android with the free Garden of Life expansion iOS + Android Monument Valley 3 to contribute portion of profits to charity for the next three years iOS + Android Monument Valley 3 has launched on Netflix with a new wave of mind-boggling puzzles iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/cookie-run-kingdom/millennial-tree-cookie-toppings-beascuits/ | Cookie Run Kingdom: Millennial Tree Cookie Toppings and Beascuits guide | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search How Tos Cookie Run Kingdom: Millennial Tree Cookie Toppings and Beascuits guide By Cristina Mesesan | Dec 19 iOS + Android | Cookie Run: Kingdom Twitter Facebook Reddit Millennial Tree Cookie is a support who has to be placed in the front line. He buffs all the other Legendary Cookies, but he can be a great addition to any Grass team. His build relies on having a lot of HP, since his skill scales based on that. As if he's been taken straight out of Lord of the Rings (looking at you, Elrond), Millennial Tree Cookie is a support who can do A LOT - especially in the Arena. If you're curious how to build him, and if you managed to get him too, this is the guide you've been looking for. Before we go any further, it's important to know that Millennial Tree Cookie is the same element as White Lily Cookie , so you want to use them both in the same team, so you can benefit from Grass-element improvements. Let's check out the best Toppings and Beascuits you can use for Millennial Tree Cookie, then, shall we? About Millennial Tree Cookie in Cookie Run: Kingdom Millennial Tree Cookie is a Support cookie, residing in the Front line. He's a Legendary cookie, which you can only obtain from the exclusive release Gacha. Skill: Millennial Tree Millennial Tree Cookie extends his roots into the earthbread and transforms into the World Tree, dealing damage to enemies. In this state, he will dispel all debuffs applied to himself and gain the World Tree HP Shield that cannot be affected by Zap or Overcurrent. Millennial Tree Cookie will also create a Sanctuary area where he will continuously restore allies' HP (except Safeguarded Cookies) and the World Tree HP Shield. Once the World Tree HP Shield is removed, the Sanctuary effect will weaken. Also, Millennial Tree Cookie will scatter Sacred Seeds at certain intervals, dealing damage and restoring his own HP or his World Tree HP Shield. After the end of the World Tree's duration, Millennial Tree Cookie will inflict the Equilibrium debuff upon the enemy from whom he received the greatest amount of damage during his transformation. If there are no enemies around Millennial Tree Cookie during his transformation, it will automatically cancel, and a portion of the remaining duration time will be deducted from his skill cooldown. If there are no Defense Cookies on the team, Millennial Tree Cookie will use Nature's Protection. As the source of all elements, Millennial Tree Cookie gains the Elemental Seer buff if there are Cookies of 4 or more different elements on the team. Also, during his transformation, he will grant the Elemental Force buff to the team. If the Cookies are the Guardians of Nature, they will receive a stronger Elemental Force: The Guardians buff. At the beginning of the battle, Millennial Tree Cookie will gain the Majesty of Eons buff. World Tree: 10 sec World Tree Single-hit DMG: 102.4% of ATK, ignores 35.0% of the target's DMG Resist World Tree HP Shield: blocks damage equal to 100.0% of own Max HP for 15 .0 sec HP Shield Restoration: 100.0% of Healing received from Sanctuary and Sacred Seeds Healing: during transformation, heals team for 0.64% of own Max HP every 0.5 sec Weakened Periodic Healing: during transformation, heals team for 0.5% of own Max HP every 0.5 sec Sacred Seed: deals 6 hits over 2.3 sec; 17.0% of ATK + 15.5% of Max HP (Cookies) / 11.5% of ATK (Others) per hit, ignores 35.0% of the target's DMG Resist Sacred Seed Healing (Self): 2.0% of Max HP per tick Nature's Protection Taunt & Debuff Resist (Self): +20.0% Sheltering Branches: team's DMG Dampening -20.0%, DMG Resist +35.0%, Amplify Buff +25.0% for 15 sec; stacks up to x1 Blessing of the World Tree: during transformation, team's ATK +12.5%, DMG +20.0%; stacks up to x1 Weakened Blessing of the World Tree: during transformation, team's ATK +10.0%, DMG +15.0%; stacks up to x1 Equilibrium DMG: 855.6% of ATK, ignores 35.0% of the target's DMG Resist Equilibrium: dispels all buffs, prevents Healing for 6 sec, DMG received +44.5%; stacks up to x1 Elemental Seer & Elemental Force Elemental Seer: Cooldown -25.0%, Max HP +35.0%, DMG Dampening +37.5%, DMG Resist +30.0% Sea Fairy Cookie, Stormbringer Cookie, Frost Queen Cookie, Wind Archer Cookie, Fire Spirit Cookie, Millennial Tree Cookie, Moonlight Cookie: ATK +12.0%, CRIT% +10.0%, CRIT DMG +15.0%, DMG +20.0% for 15.0 sec; stacks up to x1 Others: DMG +15.0%, DMG Dampening +25.0%, CRIT Resist +35.0% for 15.0 sec; stacks up to x1 Divine Seed: deals x6 hits over 2.3 sec; 47.3% of ATK + 23.5% of Max HP (Cookies) / 12.8% of ATK (Others) per hit, ignores 35.0% of target's DMG Resist; DMG taken +15.0% for 15.0 sec; stacks up to x1 Divine Seed Healing (Self): 15.0% of Max HP per tick Majesty of Eons Debuff Resist: +30.0% CRIT DMG Resist: +35.0% Cooldown +1.0% per 2.0% HP gained from Beascuit bonus effects (capped at +15.0%) Skill DMG Resist Bypass +1.0% per 1.0% HP gained from Beascuit bonus effects (capped at +30.0%) Rally Effect - Legendary Tree The World Tree grows larger with each Legendary Cookie on the team: Team's DMG Resist +7.0%, Healing +5.0%; stacks up to x7 The best Toppings for Millennial Tree Cookie The best Toppings I can recommend for Millennial Tree Cookie are the HP ones. You want your MT Cookie to tank as much as he possibly can, given that he's a front liner. Also, you can go for a lot of HP with additional DMG Resist or ATK/Cooldown on his Toppings: Resonant: 5x Ancient Root Peanut with HP (mandatory), DMG Resist (mandatory), Cooldown, or DEF Normal: 5x Healthy Peanut with HP (mandatory), DMG Resist (mandatory), Cooldown or DEF Best Topping Tart The best Topping Tart for him is definitely the matching Healthy Peanut Tart . Millennial Tree Cookie's best Beascuit setup Since his skill relies on him having additional HP on his Beascuit, I would recommend you get at least another 30% HP on the Beascuit, plus some extra DMG Resist. The rest of the stats are a plus (like Cooldown), but I do believe a full HP build is where he shines. HP DMG Resist Cooldown (optional) DEF (optional) Amplify Buff If you're interested in some of the other healers, we've already covered Pure Vanilla Cookie and Mystic Flour Cookie , two of the best healers/supports we've had so far! Download now! Cookie Run: Kingdom Cristina Mesesan Cristina is a lifelong gamer who also loves digital art, she's worked as an animator and tried some game level designing in Unity. Her biggest passion is pixel games (Stardew, To the Moon), and she adores writing and sharing her knowledge about games. Next Up : Bingo Blitz free credits daily links (December 2025) Related Cookie Run Kingdom tier list [December 2025] iOS + Android Cookie Run Kingdom codes (December 2025) iOS + Android Cookie Run: Kingdom opens the Arcade Arena and Winter Night Campfire in its December update iOS + Android Cookie Run Kingdom: Elphaba Cookie Toppings and Beascuits guide [WICKED x CRK] iOS + Android Cookie Run Kingdom: Glinda Cookie Toppings and Beascuits guide [WICKED x CRK] iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/fangs-breaker/review/ | Fangs Breaker review - "A familiar-feeling twist" | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Game Reviews Fangs Breaker review - "A familiar-feeling twist" By Jupiter Hadley | Dec 31 Android | Fangs Breaker Get By Jupiter Hadley | Dec 31 Android | Fangs Breaker Twitter Facebook Reddit Lots of different vampire enemies Totems that you can switch out Feels like a twist on Pong and Break Out If you're a fan of arcade classics , then Fangs Breaker will feel like a breath of fresh air with a bunch of classic concepts. It's sort of like Pong, but also like Break Out, with a twist of neon colours and vampires too! In Fangs Breaker, you are playing a totem that's very much like a Pong paddle. However, your character automatically moves towards the ball (or bulb of garlic) when it bounces towards the left-hand side of the screen. You can tap to hold down and stay in place or release to jump, allowing you to control your movement a bit. A lot of catching the ball comes down to timing! If you do grab the ball, you can then see an arrow coming off from you, which shows where your bulb is going to blast off. Coming towards you in Fangs Breaker are a bunch of blocks, with many of them being vampires! There are a few different types of blocks from barriers that you cannot break by hitting them to vampires with their own powers, which will affect your bulb. When you successfully hit a block on the vampire side of the screen, everything there is pushed back a bit, so it's not coming towards the middle line. If you defeat vampires, you will need to suck them up with your bulb, which grows a combination zone around it each time you hit something, but this can hit a max amount. If that max is hit and left for too long, it will then crash the bulb, making you need to reset. Some vampires need to be sucked up by the bulb only, just like the blockers, which becomes a whole other thing. When you use your combo to suck up things, you then need to refresh them to continue to use it, so again, you'll need to manage your moves and your time. It just feels like there is a lot to keep track of, but once you are playing, everything smoothly weaves together. Monument Valley 3: The Garden of Life review - "More puzzles, interesting story" The levels are endless, but due to your push being limited, eventually, everything will catch up to you, and you will be overpowered. You can break open crystals during the level and gain points to level up your totem's power between levels. These different crystals break into totem parts, which you can then swap on your totem. They each have different stats, which can change how your bulb works or how much push-back you have, for example. The added height is also a plus! Some of the level bonuses add perks that further change your stats, regardless of what totems you have on, so there is plenty to unlock. Subscribe to Pocket Gamer on Fangs Breaker has a big "one more go" feel between the levels. I quite like how neon and colourful it all is too! There is a good variety of enemies, and it does feel like an extremely polished take on Pong and Break Out, creating something that feels so fun in such a different way. Download now! Fangs Breaker Fangs Breaker review - "A familiar-feeling twist" Fangs Breaker is a fantastic arcade game that feels like a new concept, buried in some old genres! There is plenty to unlock, lots of totems to customise, and many vampires to take on. Jupiter Hadley Twitter Jupiter is a prolific indie game journalist with a focus on smaller indie gems. She covers thousands of game jams and indie games on her YouTube channel, letting every game have a moment in the spotlight. She runs indiegamejams.com, a calendar of all of the game jams going on in the world, and judges many jams and events. You can find her on Twitter as @Jupiter_Hadley Next Up : Cult of the Lamb review - "Pocket-sized cults!" Related Off the AppStore: Reviewing the Dimension Incident iOS + Android Pikmin Bloom kicks off 2026 with a Moth Orchid Community Day event iOS + Android The Pocket Gamer Podcast Year-End Special 2025 - Infinity Nikki, Suzerain, and The Longing iOS + Android + Pocket Gamer Podcast Trickcal: Chibi Go celebrates 100 days with free pulls, new Apostle Epica, and returning player rewards iOS + Android Ichinome Monsters offers a barebones but faithful throwback to the start of the monster collecting craze iOS + Android Sign up! 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https://www.pocketgamer.com/best-games/ | Best Games | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Best Games Highlights Top List Best free games to play on your iPhone, iPad or Android Phone in 2026 - Updated By Stephen Gregson-Wood Top List Top 52 best soft launch mobile games for iPhone, iPad or Android By Stephen Gregson-Wood Top List The best mobile games of 2026 so far (January 2026) By Catherine Dellosa Best Games RSS How To Best Netflix games available right now - From Into the Breach to Red Dead Redemption By Stephen Gregson-Wood Top List Best strategy games for Android By Pocket Gamer staff Top List The best mobile games of 2025 so far (December 2025) By Catherine Dellosa Feature Best upcoming mobile games in 2026 By Jupiter Hadley Top List Best NES Emulators for Android phones and tablets By Mihail Katsoris Top List Top 6 games to play this Christmas for Android phones and tablets By Jupiter Hadley Right Arrow Game Finder Browse our archive for thousands of game reviews across all mobile and handheld formats Top List The most hilarious mobile games By Mihail Katsoris Top List Best word games for Android phones and tablets By Jon Mundy Top List Best text-based games for Android phones and tablets By Jupiter Hadley Top List Best Switch strategy games By Ivan Spasojevic Top List Best sports games for Switch By Jon Mundy Top List Best Switch online games in 2025 By Mihail Katsoris Top List Best sports games for iPhone and iPad (iOS) By Jupiter Hadley Top List Best sports games for Android phones and tablets By Jon Mundy Top List Best Pool Games on Android and iOS By Will Quick Top List Best shooting games for Android phones and tablets By Jon Mundy Top List Best sci-fi games for iPhone and iPad (iOS) By Jon Mundy Top List Best sci-fi games for Android phones and tablets By Jon Mundy Top List Best Nintendo Switch RPGs in 2025 By Emily Sowden Top List Best iOS RPGs for iPhone and iPad By Jon Mundy Top List Best RPGs for Android in 2025 - Roleplay in your pocket By Jon Mundy Top List Best roguelikes and roguelites on Nintendo Switch By Jon Mundy Top List 11 upcoming indie games we saw in Korea that you'll want to check out By Jupiter Hadley Top List Best Switch action games By Mihail Katsoris Top List Best roguelikes and roguelites for iPhone and iPad (iOS) By Jon Mundy Top List Best roguelikes and roguelites for Android phones and tablets By Jon Mundy Top List Best retro and retro-inspired games for iPad and iPhone (iOS) By Jupiter Hadley Top List Best retro games on Android By Anderson Han Top List Best relaxing games for iPhone and iPad (iOS) By Cristina Mesesan Top List Best relaxing games for Android By Jupiter Hadley Next | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/roblox/miraculous-tower-defense-codes/ | Miraculous Tower Defense Codes (January 2026) | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Promo & Redeem Codes Miraculous Tower Defense codes (January 2026) If you're looking for a few extra Charms or some Crossaints, these Miraculous Tower Defense codes will come in handy. By Mihail Katsoris | Jan 11 iOS + Android | Roblox Twitter Facebook Reddit Are you a fan of Miraculous: Tales of Ladybug & Cat Noir? This Roblox experience is all about using your favourite characters from Miraculous, but in a totally different style. In Miraculous Tower Defense you have a TD where you constantly try to pass challenging levels. You can get foods like Croissants or Charme that you can use in the gacha when you redeem these codes, so if you're short on resources, make sure to claim them. Active Miraculous Tower Defense codes At the moment, these are all the active codes: MiraculousCharmz1000 - 1000 Charms MiraculousFoodz10 - 10 Croissants Expired There aren't any expired codes that we know of! How to redeem codes in Miraculous Tower Defense You can redeem the codes in the Shop, by following these steps: Step 1 : Open the Shop by pressing the Shop button on the right side of the screen. Step 2 : Go to the last tab called " Codes ". Step 3 : Type in one of the codes we shared. Step 4 : Press " Submit ". Your codes don't work? If your codes give you errors like "Invalid Code", you're probably trying to redeem the wrong ones. Be careful you're not getting it mixed up with Miraculous RPG Ladybug & Cat Noir codes . That's an entirely different experience. The games are not the same, so don't make the mistake of trying to cross-redeem codes. Here you can find all the codes for this TD, and if you're interested in the RP, you can find the dedicated article for it (to which I linked above). About Miraculous Tower Defense There are a lot of TD games on Roblox, but this one takes the cake for one of the most colourful ones. You can deploy characters like Stormy Weather, Carapace, or Adrien (to name a few). The goal is to destroy the enemies that keep rushing to the end line. With each stage, things get progressively more challenging. That's something normal. It's a classic tower defense experience, but if you're not lucky enough to get at least one strong Epic, it's going to be tough... At least until you unlock more character slots. You can unlock more slots when you level up. Yeah, there's also the other alternative: you can always just grind the same level again and again. The problem is that it's going to get boring after a while. That's why these codes should help you out. And if you play other Roblox games, we've also got The Forge codes and Survive Wave Z codes . Mihail Katsoris I've enjoyed playing games ever since I was a kid (which was a long long time ago at this point). It all started off with an Atari 65XE, then came an Amiga 500+, a Sega Genesis, a 386, and the rest was history. I consider myself lucky to have been able to experience the gaming evolution over the years - this is my passion, and what I will continue to do for as long as I can. Next Up : King of Avalon gift codes: January 2026 Related Dandy's World codes (January 2026) iOS + Android Tennis Zero codes (January 2026) iOS + Android Roblox Baddies codes (January 2026) iOS + Android Assetto Street Racing codes (January 2026) iOS + Android Grow a Garden codes (January 2026) iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
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https://www.pocketgamer.com/lost-sword/half-anniversary-event/ | Lost Sword rings in global half anniversary with special event and freebies | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Update | Preferred Partner Feature Lost Sword rings in global half anniversary with special event and freebies The gift-giving season isn't over yet for Lost Sword fans By Mark Langshaw | Jan 9 iOS + Android | Lost Sword Twitter Facebook Reddit Lost Sword is celebrating its half anniversary with a host of special rewards Receive 300 free summons through logins and various in-game events A new character with a familiar face is on the way Lost Sword, Epic Anime Fantasy RPG, marks its milestone with 300 free summons, special events, new character and more Lost Sword, the anime-style fantasy RPG from Code Cat and Wemade Connect, is celebrating its half anniversary following its global launch in July, and is marking the milestone with a host of special events and freebies for all players. The season of giving may be behind us but the game’s developers are still feeling generous, as Lost Sword players are being gifted 300 free summons through logins and various in-game events, in addition to 5-Star character selection ticket and 5-Star pet selection ticket…and all of that is just for starters. Subscribe to Pocket Gamer on There’s a new character on the way too. Well, technically it’s a familiar face taking on an all-new form since the Ancient Fairy Queen Morgana, who has accompanied Lost Sword players since the beginning of the story, has revealed her true identity as Morgan le Fay and will now offer players a glimpse at the full extent of her powers. The Ancient Fairy Queen’s transformation into her true form, Morgan Le Fay, will usher in deeper stories and new adventures for Lost Sword fans, so this is no mere cosmetic upgrade. To celebrate the half anniversary, Code Cat has teamed up with animation gurus YOHAN12 Studio to create a new promotional video (see below) that delivers “a higher level of quality and emotion than ever before”, so it’s clear the developer is serious about investing in and upgrading Lost Sword six months on from its global release. Lost Sword is a free-to-play game with in-app purchases available, and can be downloaded from Google Play and the App Store now. What's A Preferred Partner Feature? From time to time Steel Media offers companies and organisations the opportunity to partner with us on specially commissioned articles on subjects we think are of interest to our readers. For more information about how we work with commercial partners, please read our Sponsorship Editorial Independence Policy . If you're interested in becoming a Preferred Partner please click here . Next Up : Cozy Caravan set to hit full speed as it makes its Apple Arcade debut Related Daily free Monopoly Go dice links (January 2026) iOS + Android Bingo Blitz free credits daily links (January 2026) iOS + Android Today's Coin Master free spins & coins links (January 2026) iOS + Android Solitaire Grand Harvest free coins - daily links (January 2026) iOS + Android Meta Lock codes (January 2026) iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://docs.python.org/3/tutorial/introduction.html#numbers | 3. An Informal Introduction to Python — Python 3.14.2 documentation Theme Auto Light Dark Table of Contents 3. An Informal Introduction to Python 3.1. Using Python as a Calculator 3.1.1. Numbers 3.1.2. Text 3.1.3. Lists 3.2. First Steps Towards Programming Previous topic 2. Using the Python Interpreter Next topic 4. More Control Flow Tools This page Report a bug Show source Navigation index modules | next | previous | Python » 3.14.2 Documentation » The Python Tutorial » 3. An Informal Introduction to Python | Theme Auto Light Dark | 3. An Informal Introduction to Python ¶ In the following examples, input and output are distinguished by the presence or absence of prompts ( >>> and … ): to repeat the example, you must type everything after the prompt, when the prompt appears; lines that do not begin with a prompt are output from the interpreter. Note that a secondary prompt on a line by itself in an example means you must type a blank line; this is used to end a multi-line command. You can use the “Copy” button (it appears in the upper-right corner when hovering over or tapping a code example), which strips prompts and omits output, to copy and paste the input lines into your interpreter. Many of the examples in this manual, even those entered at the interactive prompt, include comments. Comments in Python start with the hash character, # , and extend to the end of the physical line. A comment may appear at the start of a line or following whitespace or code, but not within a string literal. A hash character within a string literal is just a hash character. Since comments are to clarify code and are not interpreted by Python, they may be omitted when typing in examples. Some examples: # this is the first comment spam = 1 # and this is the second comment # ... and now a third! text = "# This is not a comment because it's inside quotes." 3.1. Using Python as a Calculator ¶ Let’s try some simple Python commands. Start the interpreter and wait for the primary prompt, >>> . (It shouldn’t take long.) 3.1.1. Numbers ¶ The interpreter acts as a simple calculator: you can type an expression into it and it will write the value. Expression syntax is straightforward: the operators + , - , * and / can be used to perform arithmetic; parentheses ( () ) can be used for grouping. For example: >>> 2 + 2 4 >>> 50 - 5 * 6 20 >>> ( 50 - 5 * 6 ) / 4 5.0 >>> 8 / 5 # division always returns a floating-point number 1.6 The integer numbers (e.g. 2 , 4 , 20 ) have type int , the ones with a fractional part (e.g. 5.0 , 1.6 ) have type float . We will see more about numeric types later in the tutorial. Division ( / ) always returns a float. To do floor division and get an integer result you can use the // operator; to calculate the remainder you can use % : >>> 17 / 3 # classic division returns a float 5.666666666666667 >>> >>> 17 // 3 # floor division discards the fractional part 5 >>> 17 % 3 # the % operator returns the remainder of the division 2 >>> 5 * 3 + 2 # floored quotient * divisor + remainder 17 With Python, it is possible to use the ** operator to calculate powers [ 1 ] : >>> 5 ** 2 # 5 squared 25 >>> 2 ** 7 # 2 to the power of 7 128 The equal sign ( = ) is used to assign a value to a variable. Afterwards, no result is displayed before the next interactive prompt: >>> width = 20 >>> height = 5 * 9 >>> width * height 900 If a variable is not “defined” (assigned a value), trying to use it will give you an error: >>> n # try to access an undefined variable Traceback (most recent call last): File "<stdin>" , line 1 , in <module> NameError : name 'n' is not defined There is full support for floating point; operators with mixed type operands convert the integer operand to floating point: >>> 4 * 3.75 - 1 14.0 In interactive mode, the last printed expression is assigned to the variable _ . This means that when you are using Python as a desk calculator, it is somewhat easier to continue calculations, for example: >>> tax = 12.5 / 100 >>> price = 100.50 >>> price * tax 12.5625 >>> price + _ 113.0625 >>> round ( _ , 2 ) 113.06 This variable should be treated as read-only by the user. Don’t explicitly assign a value to it — you would create an independent local variable with the same name masking the built-in variable with its magic behavior. In addition to int and float , Python supports other types of numbers, such as Decimal and Fraction . Python also has built-in support for complex numbers , and uses the j or J suffix to indicate the imaginary part (e.g. 3+5j ). 3.1.2. Text ¶ Python can manipulate text (represented by type str , so-called “strings”) as well as numbers. This includes characters “ ! ”, words “ rabbit ”, names “ Paris ”, sentences “ Got your back. ”, etc. “ Yay! :) ”. They can be enclosed in single quotes ( '...' ) or double quotes ( "..." ) with the same result [ 2 ] . >>> 'spam eggs' # single quotes 'spam eggs' >>> "Paris rabbit got your back :)! Yay!" # double quotes 'Paris rabbit got your back :)! Yay!' >>> '1975' # digits and numerals enclosed in quotes are also strings '1975' To quote a quote, we need to “escape” it, by preceding it with \ . Alternatively, we can use the other type of quotation marks: >>> 'doesn \' t' # use \' to escape the single quote... "doesn't" >>> "doesn't" # ...or use double quotes instead "doesn't" >>> '"Yes," they said.' '"Yes," they said.' >>> " \" Yes, \" they said." '"Yes," they said.' >>> '"Isn \' t," they said.' '"Isn\'t," they said.' In the Python shell, the string definition and output string can look different. The print() function produces a more readable output, by omitting the enclosing quotes and by printing escaped and special characters: >>> s = 'First line. \n Second line.' # \n means newline >>> s # without print(), special characters are included in the string 'First line.\nSecond line.' >>> print ( s ) # with print(), special characters are interpreted, so \n produces new line First line. Second line. If you don’t want characters prefaced by \ to be interpreted as special characters, you can use raw strings by adding an r before the first quote: >>> print ( 'C:\some \n ame' ) # here \n means newline! C:\some ame >>> print ( r 'C:\some\name' ) # note the r before the quote C:\some\name There is one subtle aspect to raw strings: a raw string may not end in an odd number of \ characters; see the FAQ entry for more information and workarounds. String literals can span multiple lines. One way is using triple-quotes: """...""" or '''...''' . End-of-line characters are automatically included in the string, but it’s possible to prevent this by adding a \ at the end of the line. In the following example, the initial newline is not included: >>> print ( """ \ ... Usage: thingy [OPTIONS] ... -h Display this usage message ... -H hostname Hostname to connect to ... """ ) Usage: thingy [OPTIONS] -h Display this usage message -H hostname Hostname to connect to >>> Strings can be concatenated (glued together) with the + operator, and repeated with * : >>> # 3 times 'un', followed by 'ium' >>> 3 * 'un' + 'ium' 'unununium' Two or more string literals (i.e. the ones enclosed between quotes) next to each other are automatically concatenated. >>> 'Py' 'thon' 'Python' This feature is particularly useful when you want to break long strings: >>> text = ( 'Put several strings within parentheses ' ... 'to have them joined together.' ) >>> text 'Put several strings within parentheses to have them joined together.' This only works with two literals though, not with variables or expressions: >>> prefix = 'Py' >>> prefix 'thon' # can't concatenate a variable and a string literal File "<stdin>" , line 1 prefix 'thon' ^^^^^^ SyntaxError : invalid syntax >>> ( 'un' * 3 ) 'ium' File "<stdin>" , line 1 ( 'un' * 3 ) 'ium' ^^^^^ SyntaxError : invalid syntax If you want to concatenate variables or a variable and a literal, use + : >>> prefix + 'thon' 'Python' Strings can be indexed (subscripted), with the first character having index 0. There is no separate character type; a character is simply a string of size one: >>> word = 'Python' >>> word [ 0 ] # character in position 0 'P' >>> word [ 5 ] # character in position 5 'n' Indices may also be negative numbers, to start counting from the right: >>> word [ - 1 ] # last character 'n' >>> word [ - 2 ] # second-last character 'o' >>> word [ - 6 ] 'P' Note that since -0 is the same as 0, negative indices start from -1. In addition to indexing, slicing is also supported. While indexing is used to obtain individual characters, slicing allows you to obtain a substring: >>> word [ 0 : 2 ] # characters from position 0 (included) to 2 (excluded) 'Py' >>> word [ 2 : 5 ] # characters from position 2 (included) to 5 (excluded) 'tho' Slice indices have useful defaults; an omitted first index defaults to zero, an omitted second index defaults to the size of the string being sliced. >>> word [: 2 ] # character from the beginning to position 2 (excluded) 'Py' >>> word [ 4 :] # characters from position 4 (included) to the end 'on' >>> word [ - 2 :] # characters from the second-last (included) to the end 'on' Note how the start is always included, and the end always excluded. This makes sure that s[:i] + s[i:] is always equal to s : >>> word [: 2 ] + word [ 2 :] 'Python' >>> word [: 4 ] + word [ 4 :] 'Python' One way to remember how slices work is to think of the indices as pointing between characters, with the left edge of the first character numbered 0. Then the right edge of the last character of a string of n characters has index n , for example: +---+---+---+---+---+---+ | P | y | t | h | o | n | +---+---+---+---+---+---+ 0 1 2 3 4 5 6 - 6 - 5 - 4 - 3 - 2 - 1 The first row of numbers gives the position of the indices 0…6 in the string; the second row gives the corresponding negative indices. The slice from i to j consists of all characters between the edges labeled i and j , respectively. For non-negative indices, the length of a slice is the difference of the indices, if both are within bounds. For example, the length of word[1:3] is 2. Attempting to use an index that is too large will result in an error: >>> word [ 42 ] # the word only has 6 characters Traceback (most recent call last): File "<stdin>" , line 1 , in <module> IndexError : string index out of range However, out of range slice indexes are handled gracefully when used for slicing: >>> word [ 4 : 42 ] 'on' >>> word [ 42 :] '' Python strings cannot be changed — they are immutable . Therefore, assigning to an indexed position in the string results in an error: >>> word [ 0 ] = 'J' Traceback (most recent call last): File "<stdin>" , line 1 , in <module> TypeError : 'str' object does not support item assignment >>> word [ 2 :] = 'py' Traceback (most recent call last): File "<stdin>" , line 1 , in <module> TypeError : 'str' object does not support item assignment If you need a different string, you should create a new one: >>> 'J' + word [ 1 :] 'Jython' >>> word [: 2 ] + 'py' 'Pypy' The built-in function len() returns the length of a string: >>> s = 'supercalifragilisticexpialidocious' >>> len ( s ) 34 See also Text Sequence Type — str Strings are examples of sequence types , and support the common operations supported by such types. String Methods Strings support a large number of methods for basic transformations and searching. f-strings String literals that have embedded expressions. Format String Syntax Information about string formatting with str.format() . printf-style String Formatting The old formatting operations invoked when strings are the left operand of the % operator are described in more detail here. 3.1.3. Lists ¶ Python knows a number of compound data types, used to group together other values. The most versatile is the list , which can be written as a list of comma-separated values (items) between square brackets. Lists might contain items of different types, but usually the items all have the same type. >>> squares = [ 1 , 4 , 9 , 16 , 25 ] >>> squares [1, 4, 9, 16, 25] Like strings (and all other built-in sequence types), lists can be indexed and sliced: >>> squares [ 0 ] # indexing returns the item 1 >>> squares [ - 1 ] 25 >>> squares [ - 3 :] # slicing returns a new list [9, 16, 25] Lists also support operations like concatenation: >>> squares + [ 36 , 49 , 64 , 81 , 100 ] [1, 4, 9, 16, 25, 36, 49, 64, 81, 100] Unlike strings, which are immutable , lists are a mutable type, i.e. it is possible to change their content: >>> cubes = [ 1 , 8 , 27 , 65 , 125 ] # something's wrong here >>> 4 ** 3 # the cube of 4 is 64, not 65! 64 >>> cubes [ 3 ] = 64 # replace the wrong value >>> cubes [1, 8, 27, 64, 125] You can also add new items at the end of the list, by using the list.append() method (we will see more about methods later): >>> cubes . append ( 216 ) # add the cube of 6 >>> cubes . append ( 7 ** 3 ) # and the cube of 7 >>> cubes [1, 8, 27, 64, 125, 216, 343] Simple assignment in Python never copies data. When you assign a list to a variable, the variable refers to the existing list . Any changes you make to the list through one variable will be seen through all other variables that refer to it.: >>> rgb = [ "Red" , "Green" , "Blue" ] >>> rgba = rgb >>> id ( rgb ) == id ( rgba ) # they reference the same object True >>> rgba . append ( "Alph" ) >>> rgb ["Red", "Green", "Blue", "Alph"] All slice operations return a new list containing the requested elements. This means that the following slice returns a shallow copy of the list: >>> correct_rgba = rgba [:] >>> correct_rgba [ - 1 ] = "Alpha" >>> correct_rgba ["Red", "Green", "Blue", "Alpha"] >>> rgba ["Red", "Green", "Blue", "Alph"] Assignment to slices is also possible, and this can even change the size of the list or clear it entirely: >>> letters = [ 'a' , 'b' , 'c' , 'd' , 'e' , 'f' , 'g' ] >>> letters ['a', 'b', 'c', 'd', 'e', 'f', 'g'] >>> # replace some values >>> letters [ 2 : 5 ] = [ 'C' , 'D' , 'E' ] >>> letters ['a', 'b', 'C', 'D', 'E', 'f', 'g'] >>> # now remove them >>> letters [ 2 : 5 ] = [] >>> letters ['a', 'b', 'f', 'g'] >>> # clear the list by replacing all the elements with an empty list >>> letters [:] = [] >>> letters [] The built-in function len() also applies to lists: >>> letters = [ 'a' , 'b' , 'c' , 'd' ] >>> len ( letters ) 4 It is possible to nest lists (create lists containing other lists), for example: >>> a = [ 'a' , 'b' , 'c' ] >>> n = [ 1 , 2 , 3 ] >>> x = [ a , n ] >>> x [['a', 'b', 'c'], [1, 2, 3]] >>> x [ 0 ] ['a', 'b', 'c'] >>> x [ 0 ][ 1 ] 'b' 3.2. First Steps Towards Programming ¶ Of course, we can use Python for more complicated tasks than adding two and two together. For instance, we can write an initial sub-sequence of the Fibonacci series as follows: >>> # Fibonacci series: >>> # the sum of two elements defines the next >>> a , b = 0 , 1 >>> while a < 10 : ... print ( a ) ... a , b = b , a + b ... 0 1 1 2 3 5 8 This example introduces several new features. The first line contains a multiple assignment : the variables a and b simultaneously get the new values 0 and 1. On the last line this is used again, demonstrating that the expressions on the right-hand side are all evaluated first before any of the assignments take place. The right-hand side expressions are evaluated from the left to the right. The while loop executes as long as the condition (here: a < 10 ) remains true. In Python, like in C, any non-zero integer value is true; zero is false. The condition may also be a string or list value, in fact any sequence; anything with a non-zero length is true, empty sequences are false. The test used in the example is a simple comparison. The standard comparison operators are written the same as in C: < (less than), > (greater than), == (equal to), <= (less than or equal to), >= (greater than or equal to) and != (not equal to). The body of the loop is indented : indentation is Python’s way of grouping statements. At the interactive prompt, you have to type a tab or space(s) for each indented line. In practice you will prepare more complicated input for Python with a text editor; all decent text editors have an auto-indent facility. When a compound statement is entered interactively, it must be followed by a blank line to indicate completion (since the parser cannot guess when you have typed the last line). Note that each line within a basic block must be indented by the same amount. The print() function writes the value of the argument(s) it is given. It differs from just writing the expression you want to write (as we did earlier in the calculator examples) in the way it handles multiple arguments, floating-point quantities, and strings. Strings are printed without quotes, and a space is inserted between items, so you can format things nicely, like this: >>> i = 256 * 256 >>> print ( 'The value of i is' , i ) The value of i is 65536 The keyword argument end can be used to avoid the newline after the output, or end the output with a different string: >>> a , b = 0 , 1 >>> while a < 1000 : ... print ( a , end = ',' ) ... a , b = b , a + b ... 0,1,1,2,3,5,8,13,21,34,55,89,144,233,377,610,987, Footnotes [ 1 ] Since ** has higher precedence than - , -3**2 will be interpreted as -(3**2) and thus result in -9 . To avoid this and get 9 , you can use (-3)**2 . [ 2 ] Unlike other languages, special characters such as \n have the same meaning with both single ( '...' ) and double ( "..." ) quotes. The only difference between the two is that within single quotes you don’t need to escape " (but you have to escape \' ) and vice versa. Table of Contents 3. An Informal Introduction to Python 3.1. Using Python as a Calculator 3.1.1. Numbers 3.1.2. Text 3.1.3. Lists 3.2. First Steps Towards Programming Previous topic 2. Using the Python Interpreter Next topic 4. More Control Flow Tools This page Report a bug Show source « Navigation index modules | next | previous | Python » 3.14.2 Documentation » The Python Tutorial » 3. An Informal Introduction to Python | Theme Auto Light Dark | © Copyright 2001 Python Software Foundation. This page is licensed under the Python Software Foundation License Version 2. Examples, recipes, and other code in the documentation are additionally licensed under the Zero Clause BSD License. See History and License for more information. The Python Software Foundation is a non-profit corporation. Please donate. Last updated on Jan 13, 2026 (06:19 UTC). Found a bug ? Created using Sphinx 8.2.3. | 2026-01-13T08:48:43 |
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https://www.pocketgamer.com/roblox/dandys-world-codes/ | Dandy's World codes (January 2026) | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Promo & Redeem Codes Dandy's World codes (January 2026) By Cristina Mesesan | Jan 10 iOS + Android | Roblox Twitter Facebook Reddit Updated on January 10th, 2026 - checked for codes With all the different toons you can pick as the character you play, you will end up meeting lots of players who look quite distinctive. In a way, the game gives me major Bendy vibes, but a lot more colourful. To make things even better, the devs have decided to make Dandy's World codes available, meaning I can upgrade all my characters quicker. So, today, I am going to take a look at all the active ones so you can claim some free Ornaments and Ichor. Let's check them out! Active Dandy's World codes ICHOR - 50 Ichor Expired codes HAPPYHALLOWEEN - 600 Pumpkins SPOOKYSEASON - 600 Pumpkins EASTER2025 - 100 Baskets APRIL1 FESTIVEGIFT - 150 Ornaments ONETHOUSAND TENMILLION FIFTYMILLION 300K SKINTICKET 2HUNDREDMILLION How to redeem codes in Dandy's World? To redeem the codes, you can follow the steps below: Step 1 : Launch the experience and join the BlushCrunch Studio community . Step 2 : Select the Use Code button on the left side of the screen. Step 3 : Type in your code , and make sure there are no spaces before or after the code. Step 4 : Hit the green USE button. How to get more codes in Dandy's World? Usually, new Dandy's World codes are released whenever there is a major update or around the holidays. Keep an eye on this page because we'll add new codes whenever we find them! Until then, you can also redeem the other Roblox codes we've got, like Monster Evolution codes , some codes for Five Nights TD and others! About the game Dandy's World is one of the few cute-but-incredibly-creepy-at-the-same-time experiences where you have to survive and play through various puzzles before you get caught. Ideally, you won't get caught at all. The game is deceptively bloody and gory, so bear that in mind before you dive in. Tt might look cute on the surface, but deep down, there are some rather dark elements to discover. Cristina Mesesan Cristina is a lifelong gamer who also loves digital art, she's worked as an animator and tried some game level designing in Unity. Her biggest passion is pixel games (Stardew, To the Moon), and she adores writing and sharing her knowledge about games. Next Up : Assetto Street Racing codes (January 2026) See Comments Please enable JavaScript to view the comments powered by Disqus. Related Assetto Street Racing codes (January 2026) iOS + Android Anime Fruit codes for January 2026 iOS + Android Anime Crossover Defense codes (January 2026) iOS + Android Asylum Life codes (January 2026) iOS + Android Blue Lock Rivals codes (January 2026) iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/foundation-galactic-frontier/codes/ | Foundation: Galactic Frontier codes (January 2026 | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Promo & Redeem Codes Foundation: Galactic Frontier codes (January 2026) - Fill up on Water and Metal Space is an unforgiving beast, so we're here to give you a helping hand with these Foundation: Galactic Frontier codes. By Charlène Tavares | Jan 12 iOS + Android | Foundation: Galactic Frontier Twitter Facebook Reddit Created by FunPlus, Foundation: Galactic Frontier lets you dive into the universe of Isaac Asimov's Foundation novels. In this game, the Galactic Empire has fallen, new factions have arisen, and the fate of humanity is in your hands. You can be whoever you want: a trader, a bounty hunter, or even a political strategist. Navigate between the Empire, the Foundation, various factions and rebels, all while confronting a mysterious enemy. To complete your mission, you'll need to construct your spaceship, take care of your crew, and handle emergencies. You'll meet a vast cast of characters, including a very knowledgeable robot, a space cowboy or even the galaxy's most wanted criminal. There are also codes you can redeem for freebies. Most of these provide useful resources, so don't hesitate to take a look at the complete Foundation: Galactic Frontier codes list below. Don't worry, we'll also explain how to redeem them. ALL ACTIVE FOUNDATION: GALACTIC FRONTIER CODES FOUNDATION – 30m Universal Speedup x3, 10,000 Water x3, 10,000 Metal x3 - No expiry date FURTHERFUTURE – 30m Universal Speedup x3, 10,000 Water x3, 10,000 Metal x3 - No expiry date HAPPYFRIDAY – Venturous Memory x2, 30m Universal Speedup x3, 10,000 Water x3, 10,000 Metal x3 (until 28/02/2026) HERORIZON – Venturous Memory x2, 30m Universal Speedup x3, 10,000 Water x3, 10,000 Metal x3 (until 08/03/2026) CHAMPIONSPIRIT – Venturous Memory x2, 30m Universal Speedup x3, 10,000 Water x3, 10,000 Metal x3 (until 03/02/2029) EXPIRED CODES PSYCHICEGG SCIFILOVERS ONEMORE SELFCARE STELLARSTART FOUNDALLOWEEN25 STARGIVING25 WINTERSTARS COSMIC2026 How to redeem Foundation: Galactic Frontier codes? Step 1: Tap your profile icon (upper-left corner of the screen) Step 2: Tap Settings Step 3: Tap Account Step 4: Scroll down and tap Redeem Gift Code Step 5: Enter the code and enjoy your rewards! How to get more codes? You can join the Discord server or bookmark this article. We'll keep it updated with the latest codes, though, so you don't have to go digging through numerous channels to grab your free Water and Metal. And if you want more freebies, we've also got Heartopia codes and Doomsday: Last Survivor codes for some goodies in those games. Download now! Doomsday: Last Survivors Charlène Tavares Twitter Charlène n'a pas eu à chercher bien longtemps le métier de ses rêves : amatrice de littérature et de jeux vidéo ? Journaliste jeux vidéo ! Malgré tout, son trop grand amour pour les RPG japonais nuit un peu à sa vie sociale. Tout comme son amour pour les jeux Nintendo, d'ailleurs. Mais ne lui parlez jamais du Temple de l'Eau, elle en ferait des cauchemars (brrr). Next Up : Heartopia codes (January 2026) - Moonlight Crystals and Wishing Stars up for grabs Related Foundation: Galactic Frontier is out now, bringing an action-packed take on the Asimov series iOS + Android Foundation: Galactic Frontier has officially begun iOS pre-registration iOS + Android Foundation: Galactic Frontier tasks you with building your fleet in Isaac Asimov's sci-fi world, now open for pre-registration iOS + Android Foundation: Galactic Frontier has just soft launched in a select few countries iOS + Android Funplus and Skydance announce Foundation: Galactic Frontier based on classic Isaac Asimov setting iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/pokemon-go/australian-open-2026/ | Pokémon Go heads to the land down under for the Australian Open 2026 | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search News Pokémon Go heads to the land down under for the Australian Open 2026 Serve! By Iwan Morris | Jan 12 iOS + Android | Pokemon GO Twitter Facebook Reddit Pokémon Go is set to see its own presence at the upcoming Australian Open 2026 Keep an eye out for additional appearances of popular Pokémon And be sure to make use of Lure Modules and easier trading! With its endless sunshine, the Land Down Under, also known as Oz, also known as Australia, is the perfect place for sports. And at the upcoming Australian Open tennis competition this year, it won't just be the athletes to keep an eye out for, as Pokémon Go is set to offer its own jam-packed event ! Now, as far as these events go, if you're a Pokémon Go fan, you probably know what to expect. Between January 12th and February 1st, you'll have more encounters with popular Pokémon such as Marill, Mantine and Ducklett, as well as potentially spotting Pikachu wearing a red party hat while you visit Melbourne Park However, there are other bonuses worth taking note of. Lure Modules, for example, will last a whopping three hours, while you'll also have Stardust costs for trades slashed in half. Lures will also have the potential to attract Unknown A and Unknown O, not to mention one additional special trade being available per day. Subscribe to Pocket Gamer on Trading serves While I'm not sure if this is in official collaboration with the folks behind the Australian Open 2026, I do think that this event is an excellent idea. For one, it gives people who might not be fans of tennis a reason to head down and check things out. And for those who are already there, the influx of new fans helps add to the atmosphere of prestige. Admittedly, it might also lead to the thoroughfares being chock-a-block. But I don't think the Aussies need all that much of an excuse to head out in the sun. And at least in this case, they'll be able to grab a Pikachu when they do so. Either way, if you're not able to make it all the way over to Australia for yet another new version of Pikachu, why not check out our list of the best mobile games of 2026 (so far) for some of our picks to make you feel a bit better? Download now! Pokemon GO Iwan Morris LinkedIn Iwan is a Cardiff-based freelance writer, who joined the Pocket Gamer Biz site fresh-faced from University before moving to the Pocketgamer.com editorial team in November of 2023. Next Up : Puzzle & Dragons hits a whopping 16 million downloads in North America Related Pokemon Go codes - gotta redeem 'em all iOS + Android Pokémon Go set to host new High Zaptitude event to mark Wattrel's debut iOS + Android Pokemon Go Raid schedule for January 2026 iOS + Android Pokémon Go is bringing the claws out for the Pinch Perfect event next month iOS + Android Pokemon Go's Kyurem Fusion Raid Day brings Black and White Kyurem into the mix iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://reactjs.org/docs/getting-started.html#components | Quick Start – React React v 19.2 Search ⌘ Ctrl K Learn Reference Community Blog GET STARTED Quick Start Tutorial: Tic-Tac-Toe Thinking in React Installation Creating a React App Build a React App from Scratch Add React to an Existing Project Setup Editor Setup Using TypeScript React Developer Tools React Compiler Introduction Installation Incremental Adoption Debugging and Troubleshooting LEARN REACT Describing the UI Your First Component Importing and Exporting Components Writing Markup with JSX JavaScript in JSX with Curly Braces Passing Props to a Component Conditional Rendering Rendering Lists Keeping Components Pure Your UI as a Tree Adding Interactivity Responding to Events State: A Component's Memory Render and Commit State as a Snapshot Queueing a Series of State Updates Updating Objects in State Updating Arrays in State Managing State Reacting to Input with State Choosing the State Structure Sharing State Between Components Preserving and Resetting State Extracting State Logic into a Reducer Passing Data Deeply with Context Scaling Up with Reducer and Context Escape Hatches Referencing Values with Refs Manipulating the DOM with Refs Synchronizing with Effects You Might Not Need an Effect Lifecycle of Reactive Effects Separating Events from Effects Removing Effect Dependencies Reusing Logic with Custom Hooks Is this page useful? Learn React Quick Start Welcome to the React documentation! This page will give you an introduction to 80% of the React concepts that you will use on a daily basis. You will learn How to create and nest components How to add markup and styles How to display data How to render conditions and lists How to respond to events and update the screen How to share data between components Creating and nesting components React apps are made out of components . A component is a piece of the UI (user interface) that has its own logic and appearance. A component can be as small as a button, or as large as an entire page. React components are JavaScript functions that return markup: function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } Now that you’ve declared MyButton , you can nest it into another component: export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Notice that <MyButton /> starts with a capital letter. That’s how you know it’s a React component. React component names must always start with a capital letter, while HTML tags must be lowercase. Have a look at the result: App.js App.js Reload Clear Fork function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Show more The export default keywords specify the main component in the file. If you’re not familiar with some piece of JavaScript syntax, MDN and javascript.info have great references. Writing markup with JSX The markup syntax you’ve seen above is called JSX . It is optional, but most React projects use JSX for its convenience. All of the tools we recommend for local development support JSX out of the box. JSX is stricter than HTML. You have to close tags like <br /> . Your component also can’t return multiple JSX tags. You have to wrap them into a shared parent, like a <div>...</div> or an empty <>...</> wrapper: function AboutPage ( ) { return ( < > < h1 > About </ h1 > < p > Hello there. < br /> How do you do? </ p > </ > ) ; } If you have a lot of HTML to port to JSX, you can use an online converter. Adding styles In React, you specify a CSS class with className . It works the same way as the HTML class attribute: < img className = "avatar" /> Then you write the CSS rules for it in a separate CSS file: /* In your CSS */ .avatar { border-radius : 50 % ; } React does not prescribe how you add CSS files. In the simplest case, you’ll add a <link> tag to your HTML. If you use a build tool or a framework, consult its documentation to learn how to add a CSS file to your project. Displaying data JSX lets you put markup into JavaScript. Curly braces let you “escape back” into JavaScript so that you can embed some variable from your code and display it to the user. For example, this will display user.name : return ( < h1 > { user . name } </ h1 > ) ; You can also “escape into JavaScript” from JSX attributes, but you have to use curly braces instead of quotes. For example, className="avatar" passes the "avatar" string as the CSS class, but src={user.imageUrl} reads the JavaScript user.imageUrl variable value, and then passes that value as the src attribute: return ( < img className = "avatar" src = { user . imageUrl } /> ) ; You can put more complex expressions inside the JSX curly braces too, for example, string concatenation : App.js App.js Reload Clear Fork const user = { name : 'Hedy Lamarr' , imageUrl : 'https://i.imgur.com/yXOvdOSs.jpg' , imageSize : 90 , } ; export default function Profile ( ) { return ( < > < h1 > { user . name } </ h1 > < img className = "avatar" src = { user . imageUrl } alt = { 'Photo of ' + user . name } style = { { width : user . imageSize , height : user . imageSize } } /> </ > ) ; } Show more In the above example, style={{}} is not a special syntax, but a regular {} object inside the style={ } JSX curly braces. You can use the style attribute when your styles depend on JavaScript variables. Conditional rendering In React, there is no special syntax for writing conditions. Instead, you’ll use the same techniques as you use when writing regular JavaScript code. For example, you can use an if statement to conditionally include JSX: let content ; if ( isLoggedIn ) { content = < AdminPanel /> ; } else { content = < LoginForm /> ; } return ( < div > { content } </ div > ) ; If you prefer more compact code, you can use the conditional ? operator. Unlike if , it works inside JSX: < div > { isLoggedIn ? ( < AdminPanel /> ) : ( < LoginForm /> ) } </ div > When you don’t need the else branch, you can also use a shorter logical && syntax : < div > { isLoggedIn && < AdminPanel /> } </ div > All of these approaches also work for conditionally specifying attributes. If you’re unfamiliar with some of this JavaScript syntax, you can start by always using if...else . Rendering lists You will rely on JavaScript features like for loop and the array map() function to render lists of components. For example, let’s say you have an array of products: const products = [ { title : 'Cabbage' , id : 1 } , { title : 'Garlic' , id : 2 } , { title : 'Apple' , id : 3 } , ] ; Inside your component, use the map() function to transform an array of products into an array of <li> items: const listItems = products . map ( product => < li key = { product . id } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; Notice how <li> has a key attribute. For each item in a list, you should pass a string or a number that uniquely identifies that item among its siblings. Usually, a key should be coming from your data, such as a database ID. React uses your keys to know what happened if you later insert, delete, or reorder the items. App.js App.js Reload Clear Fork const products = [ { title : 'Cabbage' , isFruit : false , id : 1 } , { title : 'Garlic' , isFruit : false , id : 2 } , { title : 'Apple' , isFruit : true , id : 3 } , ] ; export default function ShoppingList ( ) { const listItems = products . map ( product => < li key = { product . id } style = { { color : product . isFruit ? 'magenta' : 'darkgreen' } } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; } Show more Responding to events You can respond to events by declaring event handler functions inside your components: function MyButton ( ) { function handleClick ( ) { alert ( 'You clicked me!' ) ; } return ( < button onClick = { handleClick } > Click me </ button > ) ; } Notice how onClick={handleClick} has no parentheses at the end! Do not call the event handler function: you only need to pass it down . React will call your event handler when the user clicks the button. Updating the screen Often, you’ll want your component to “remember” some information and display it. For example, maybe you want to count the number of times a button is clicked. To do this, add state to your component. First, import useState from React: import { useState } from 'react' ; Now you can declare a state variable inside your component: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; // ... You’ll get two things from useState : the current state ( count ), and the function that lets you update it ( setCount ). You can give them any names, but the convention is to write [something, setSomething] . The first time the button is displayed, count will be 0 because you passed 0 to useState() . When you want to change state, call setCount() and pass the new value to it. Clicking this button will increment the counter: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } React will call your component function again. This time, count will be 1 . Then it will be 2 . And so on. If you render the same component multiple times, each will get its own state. Click each button separately: App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } Show more Notice how each button “remembers” its own count state and doesn’t affect other buttons. Using Hooks Functions starting with use are called Hooks . useState is a built-in Hook provided by React. You can find other built-in Hooks in the API reference. You can also write your own Hooks by combining the existing ones. Hooks are more restrictive than other functions. You can only call Hooks at the top of your components (or other Hooks). If you want to use useState in a condition or a loop, extract a new component and put it there. Sharing data between components In the previous example, each MyButton had its own independent count , and when each button was clicked, only the count for the button clicked changed: Initially, each MyButton ’s count state is 0 The first MyButton updates its count to 1 However, often you’ll need components to share data and always update together . To make both MyButton components display the same count and update together, you need to move the state from the individual buttons “upwards” to the closest component containing all of them. In this example, it is MyApp : Initially, MyApp ’s count state is 0 and is passed down to both children On click, MyApp updates its count state to 1 and passes it down to both children Now when you click either button, the count in MyApp will change, which will change both of the counts in MyButton . Here’s how you can express this in code. First, move the state up from MyButton into MyApp : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { // ... we're moving code from here ... } Then, pass the state down from MyApp to each MyButton , together with the shared click handler. You can pass information to MyButton using the JSX curly braces, just like you previously did with built-in tags like <img> : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } The information you pass down like this is called props . Now the MyApp component contains the count state and the handleClick event handler, and passes both of them down as props to each of the buttons. Finally, change MyButton to read the props you have passed from its parent component: function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } When you click the button, the onClick handler fires. Each button’s onClick prop was set to the handleClick function inside MyApp , so the code inside of it runs. That code calls setCount(count + 1) , incrementing the count state variable. The new count value is passed as a prop to each button, so they all show the new value. This is called “lifting state up”. By moving state up, you’ve shared it between components. App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } Show more Next Steps By now, you know the basics of how to write React code! Check out the Tutorial to put them into practice and build your first mini-app with React. Next Tutorial: Tic-Tac-Toe Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 Learn React Quick Start Installation Describing the UI Adding Interactivity Managing State Escape Hatches API Reference React APIs React DOM APIs Community Code of Conduct Meet the Team Docs Contributors Acknowledgements More Blog React Native Privacy Terms On this page Overview Creating and nesting components Writing markup with JSX Adding styles Displaying data Conditional rendering Rendering lists Responding to events Updating the screen Using Hooks Sharing data between components Next Steps | 2026-01-13T08:48:43 |
https://docs.python.org/3/reference/simple_stmts.html#global | 7. Simple statements — Python 3.14.2 documentation Theme Auto Light Dark Table of Contents 7. Simple statements 7.1. Expression statements 7.2. Assignment statements 7.2.1. Augmented assignment statements 7.2.2. Annotated assignment statements 7.3. The assert statement 7.4. The pass statement 7.5. The del statement 7.6. The return statement 7.7. The yield statement 7.8. The raise statement 7.9. The break statement 7.10. The continue statement 7.11. The import statement 7.11.1. Future statements 7.12. The global statement 7.13. The nonlocal statement 7.14. The type statement Previous topic 6. Expressions Next topic 8. Compound statements This page Report a bug Show source Navigation index modules | next | previous | Python » 3.14.2 Documentation » The Python Language Reference » 7. Simple statements | Theme Auto Light Dark | 7. Simple statements ¶ A simple statement is comprised within a single logical line. Several simple statements may occur on a single line separated by semicolons. The syntax for simple statements is: simple_stmt : expression_stmt | assert_stmt | assignment_stmt | augmented_assignment_stmt | annotated_assignment_stmt | pass_stmt | del_stmt | return_stmt | yield_stmt | raise_stmt | break_stmt | continue_stmt | import_stmt | future_stmt | global_stmt | nonlocal_stmt | type_stmt 7.1. Expression statements ¶ Expression statements are used (mostly interactively) to compute and write a value, or (usually) to call a procedure (a function that returns no meaningful result; in Python, procedures return the value None ). Other uses of expression statements are allowed and occasionally useful. The syntax for an expression statement is: expression_stmt : starred_expression An expression statement evaluates the expression list (which may be a single expression). In interactive mode, if the value is not None , it is converted to a string using the built-in repr() function and the resulting string is written to standard output on a line by itself (except if the result is None , so that procedure calls do not cause any output.) 7.2. Assignment statements ¶ Assignment statements are used to (re)bind names to values and to modify attributes or items of mutable objects: assignment_stmt : ( target_list "=" )+ ( starred_expression | yield_expression ) target_list : target ( "," target )* [ "," ] target : identifier | "(" [ target_list ] ")" | "[" [ target_list ] "]" | attributeref | subscription | slicing | "*" target (See section Primaries for the syntax definitions for attributeref , subscription , and slicing .) An assignment statement evaluates the expression list (remember that this can be a single expression or a comma-separated list, the latter yielding a tuple) and assigns the single resulting object to each of the target lists, from left to right. Assignment is defined recursively depending on the form of the target (list). When a target is part of a mutable object (an attribute reference, subscription or slicing), the mutable object must ultimately perform the assignment and decide about its validity, and may raise an exception if the assignment is unacceptable. The rules observed by various types and the exceptions raised are given with the definition of the object types (see section The standard type hierarchy ). Assignment of an object to a target list, optionally enclosed in parentheses or square brackets, is recursively defined as follows. If the target list is a single target with no trailing comma, optionally in parentheses, the object is assigned to that target. Else: If the target list contains one target prefixed with an asterisk, called a “starred” target: The object must be an iterable with at least as many items as there are targets in the target list, minus one. The first items of the iterable are assigned, from left to right, to the targets before the starred target. The final items of the iterable are assigned to the targets after the starred target. A list of the remaining items in the iterable is then assigned to the starred target (the list can be empty). Else: The object must be an iterable with the same number of items as there are targets in the target list, and the items are assigned, from left to right, to the corresponding targets. Assignment of an object to a single target is recursively defined as follows. If the target is an identifier (name): If the name does not occur in a global or nonlocal statement in the current code block: the name is bound to the object in the current local namespace. Otherwise: the name is bound to the object in the global namespace or the outer namespace determined by nonlocal , respectively. The name is rebound if it was already bound. This may cause the reference count for the object previously bound to the name to reach zero, causing the object to be deallocated and its destructor (if it has one) to be called. If the target is an attribute reference: The primary expression in the reference is evaluated. It should yield an object with assignable attributes; if this is not the case, TypeError is raised. That object is then asked to assign the assigned object to the given attribute; if it cannot perform the assignment, it raises an exception (usually but not necessarily AttributeError ). Note: If the object is a class instance and the attribute reference occurs on both sides of the assignment operator, the right-hand side expression, a.x can access either an instance attribute or (if no instance attribute exists) a class attribute. The left-hand side target a.x is always set as an instance attribute, creating it if necessary. Thus, the two occurrences of a.x do not necessarily refer to the same attribute: if the right-hand side expression refers to a class attribute, the left-hand side creates a new instance attribute as the target of the assignment: class Cls : x = 3 # class variable inst = Cls () inst . x = inst . x + 1 # writes inst.x as 4 leaving Cls.x as 3 This description does not necessarily apply to descriptor attributes, such as properties created with property() . If the target is a subscription: The primary expression in the reference is evaluated. It should yield either a mutable sequence object (such as a list) or a mapping object (such as a dictionary). Next, the subscript expression is evaluated. If the primary is a mutable sequence object (such as a list), the subscript must yield an integer. If it is negative, the sequence’s length is added to it. The resulting value must be a nonnegative integer less than the sequence’s length, and the sequence is asked to assign the assigned object to its item with that index. If the index is out of range, IndexError is raised (assignment to a subscripted sequence cannot add new items to a list). If the primary is a mapping object (such as a dictionary), the subscript must have a type compatible with the mapping’s key type, and the mapping is then asked to create a key/value pair which maps the subscript to the assigned object. This can either replace an existing key/value pair with the same key value, or insert a new key/value pair (if no key with the same value existed). For user-defined objects, the __setitem__() method is called with appropriate arguments. If the target is a slicing: The primary expression in the reference is evaluated. It should yield a mutable sequence object (such as a list). The assigned object should be a sequence object of the same type. Next, the lower and upper bound expressions are evaluated, insofar they are present; defaults are zero and the sequence’s length. The bounds should evaluate to integers. If either bound is negative, the sequence’s length is added to it. The resulting bounds are clipped to lie between zero and the sequence’s length, inclusive. Finally, the sequence object is asked to replace the slice with the items of the assigned sequence. The length of the slice may be different from the length of the assigned sequence, thus changing the length of the target sequence, if the target sequence allows it. CPython implementation detail: In the current implementation, the syntax for targets is taken to be the same as for expressions, and invalid syntax is rejected during the code generation phase, causing less detailed error messages. Although the definition of assignment implies that overlaps between the left-hand side and the right-hand side are ‘simultaneous’ (for example a, b = b, a swaps two variables), overlaps within the collection of assigned-to variables occur left-to-right, sometimes resulting in confusion. For instance, the following program prints [0, 2] : x = [ 0 , 1 ] i = 0 i , x [ i ] = 1 , 2 # i is updated, then x[i] is updated print ( x ) See also PEP 3132 - Extended Iterable Unpacking The specification for the *target feature. 7.2.1. Augmented assignment statements ¶ Augmented assignment is the combination, in a single statement, of a binary operation and an assignment statement: augmented_assignment_stmt : augtarget augop ( expression_list | yield_expression ) augtarget : identifier | attributeref | subscription | slicing augop : "+=" | "-=" | "*=" | "@=" | "/=" | "//=" | "%=" | "**=" | ">>=" | "<<=" | "&=" | "^=" | "|=" (See section Primaries for the syntax definitions of the last three symbols.) An augmented assignment evaluates the target (which, unlike normal assignment statements, cannot be an unpacking) and the expression list, performs the binary operation specific to the type of assignment on the two operands, and assigns the result to the original target. The target is only evaluated once. An augmented assignment statement like x += 1 can be rewritten as x = x + 1 to achieve a similar, but not exactly equal effect. In the augmented version, x is only evaluated once. Also, when possible, the actual operation is performed in-place , meaning that rather than creating a new object and assigning that to the target, the old object is modified instead. Unlike normal assignments, augmented assignments evaluate the left-hand side before evaluating the right-hand side. For example, a[i] += f(x) first looks-up a[i] , then it evaluates f(x) and performs the addition, and lastly, it writes the result back to a[i] . With the exception of assigning to tuples and multiple targets in a single statement, the assignment done by augmented assignment statements is handled the same way as normal assignments. Similarly, with the exception of the possible in-place behavior, the binary operation performed by augmented assignment is the same as the normal binary operations. For targets which are attribute references, the same caveat about class and instance attributes applies as for regular assignments. 7.2.2. Annotated assignment statements ¶ Annotation assignment is the combination, in a single statement, of a variable or attribute annotation and an optional assignment statement: annotated_assignment_stmt : augtarget ":" expression [ "=" ( starred_expression | yield_expression )] The difference from normal Assignment statements is that only a single target is allowed. The assignment target is considered “simple” if it consists of a single name that is not enclosed in parentheses. For simple assignment targets, if in class or module scope, the annotations are gathered in a lazily evaluated annotation scope . The annotations can be evaluated using the __annotations__ attribute of a class or module, or using the facilities in the annotationlib module. If the assignment target is not simple (an attribute, subscript node, or parenthesized name), the annotation is never evaluated. If a name is annotated in a function scope, then this name is local for that scope. Annotations are never evaluated and stored in function scopes. If the right hand side is present, an annotated assignment performs the actual assignment as if there was no annotation present. If the right hand side is not present for an expression target, then the interpreter evaluates the target except for the last __setitem__() or __setattr__() call. See also PEP 526 - Syntax for Variable Annotations The proposal that added syntax for annotating the types of variables (including class variables and instance variables), instead of expressing them through comments. PEP 484 - Type hints The proposal that added the typing module to provide a standard syntax for type annotations that can be used in static analysis tools and IDEs. Changed in version 3.8: Now annotated assignments allow the same expressions in the right hand side as regular assignments. Previously, some expressions (like un-parenthesized tuple expressions) caused a syntax error. Changed in version 3.14: Annotations are now lazily evaluated in a separate annotation scope . If the assignment target is not simple, annotations are never evaluated. 7.3. The assert statement ¶ Assert statements are a convenient way to insert debugging assertions into a program: assert_stmt : "assert" expression [ "," expression ] The simple form, assert expression , is equivalent to if __debug__ : if not expression : raise AssertionError The extended form, assert expression1, expression2 , is equivalent to if __debug__ : if not expression1 : raise AssertionError ( expression2 ) These equivalences assume that __debug__ and AssertionError refer to the built-in variables with those names. In the current implementation, the built-in variable __debug__ is True under normal circumstances, False when optimization is requested (command line option -O ). The current code generator emits no code for an assert statement when optimization is requested at compile time. Note that it is unnecessary to include the source code for the expression that failed in the error message; it will be displayed as part of the stack trace. Assignments to __debug__ are illegal. The value for the built-in variable is determined when the interpreter starts. 7.4. The pass statement ¶ pass_stmt : "pass" pass is a null operation — when it is executed, nothing happens. It is useful as a placeholder when a statement is required syntactically, but no code needs to be executed, for example: def f ( arg ): pass # a function that does nothing (yet) class C : pass # a class with no methods (yet) 7.5. The del statement ¶ del_stmt : "del" target_list Deletion is recursively defined very similar to the way assignment is defined. Rather than spelling it out in full details, here are some hints. Deletion of a target list recursively deletes each target, from left to right. Deletion of a name removes the binding of that name from the local or global namespace, depending on whether the name occurs in a global statement in the same code block. Trying to delete an unbound name raises a NameError exception. Deletion of attribute references, subscriptions and slicings is passed to the primary object involved; deletion of a slicing is in general equivalent to assignment of an empty slice of the right type (but even this is determined by the sliced object). Changed in version 3.2: Previously it was illegal to delete a name from the local namespace if it occurs as a free variable in a nested block. 7.6. The return statement ¶ return_stmt : "return" [ expression_list ] return may only occur syntactically nested in a function definition, not within a nested class definition. If an expression list is present, it is evaluated, else None is substituted. return leaves the current function call with the expression list (or None ) as return value. When return passes control out of a try statement with a finally clause, that finally clause is executed before really leaving the function. In a generator function, the return statement indicates that the generator is done and will cause StopIteration to be raised. The returned value (if any) is used as an argument to construct StopIteration and becomes the StopIteration.value attribute. In an asynchronous generator function, an empty return statement indicates that the asynchronous generator is done and will cause StopAsyncIteration to be raised. A non-empty return statement is a syntax error in an asynchronous generator function. 7.7. The yield statement ¶ yield_stmt : yield_expression A yield statement is semantically equivalent to a yield expression . The yield statement can be used to omit the parentheses that would otherwise be required in the equivalent yield expression statement. For example, the yield statements yield < expr > yield from < expr > are equivalent to the yield expression statements ( yield < expr > ) ( yield from < expr > ) Yield expressions and statements are only used when defining a generator function, and are only used in the body of the generator function. Using yield in a function definition is sufficient to cause that definition to create a generator function instead of a normal function. For full details of yield semantics, refer to the Yield expressions section. 7.8. The raise statement ¶ raise_stmt : "raise" [ expression [ "from" expression ]] If no expressions are present, raise re-raises the exception that is currently being handled, which is also known as the active exception . If there isn’t currently an active exception, a RuntimeError exception is raised indicating that this is an error. Otherwise, raise evaluates the first expression as the exception object. It must be either a subclass or an instance of BaseException . If it is a class, the exception instance will be obtained when needed by instantiating the class with no arguments. The type of the exception is the exception instance’s class, the value is the instance itself. A traceback object is normally created automatically when an exception is raised and attached to it as the __traceback__ attribute. You can create an exception and set your own traceback in one step using the with_traceback() exception method (which returns the same exception instance, with its traceback set to its argument), like so: raise Exception ( "foo occurred" ) . with_traceback ( tracebackobj ) The from clause is used for exception chaining: if given, the second expression must be another exception class or instance. If the second expression is an exception instance, it will be attached to the raised exception as the __cause__ attribute (which is writable). If the expression is an exception class, the class will be instantiated and the resulting exception instance will be attached to the raised exception as the __cause__ attribute. If the raised exception is not handled, both exceptions will be printed: >>> try : ... print ( 1 / 0 ) ... except Exception as exc : ... raise RuntimeError ( "Something bad happened" ) from exc ... Traceback (most recent call last): File "<stdin>" , line 2 , in <module> print ( 1 / 0 ) ~~^~~ ZeroDivisionError : division by zero The above exception was the direct cause of the following exception: Traceback (most recent call last): File "<stdin>" , line 4 , in <module> raise RuntimeError ( "Something bad happened" ) from exc RuntimeError : Something bad happened A similar mechanism works implicitly if a new exception is raised when an exception is already being handled. An exception may be handled when an except or finally clause, or a with statement, is used. The previous exception is then attached as the new exception’s __context__ attribute: >>> try : ... print ( 1 / 0 ) ... except : ... raise RuntimeError ( "Something bad happened" ) ... Traceback (most recent call last): File "<stdin>" , line 2 , in <module> print ( 1 / 0 ) ~~^~~ ZeroDivisionError : division by zero During handling of the above exception, another exception occurred: Traceback (most recent call last): File "<stdin>" , line 4 , in <module> raise RuntimeError ( "Something bad happened" ) RuntimeError : Something bad happened Exception chaining can be explicitly suppressed by specifying None in the from clause: >>> try : ... print ( 1 / 0 ) ... except : ... raise RuntimeError ( "Something bad happened" ) from None ... Traceback (most recent call last): File "<stdin>" , line 4 , in <module> RuntimeError : Something bad happened Additional information on exceptions can be found in section Exceptions , and information about handling exceptions is in section The try statement . Changed in version 3.3: None is now permitted as Y in raise X from Y . Added the __suppress_context__ attribute to suppress automatic display of the exception context. Changed in version 3.11: If the traceback of the active exception is modified in an except clause, a subsequent raise statement re-raises the exception with the modified traceback. Previously, the exception was re-raised with the traceback it had when it was caught. 7.9. The break statement ¶ break_stmt : "break" break may only occur syntactically nested in a for or while loop, but not nested in a function or class definition within that loop. It terminates the nearest enclosing loop, skipping the optional else clause if the loop has one. If a for loop is terminated by break , the loop control target keeps its current value. When break passes control out of a try statement with a finally clause, that finally clause is executed before really leaving the loop. 7.10. The continue statement ¶ continue_stmt : "continue" continue may only occur syntactically nested in a for or while loop, but not nested in a function or class definition within that loop. It continues with the next cycle of the nearest enclosing loop. When continue passes control out of a try statement with a finally clause, that finally clause is executed before really starting the next loop cycle. 7.11. The import statement ¶ import_stmt : "import" module [ "as" identifier ] ( "," module [ "as" identifier ])* | "from" relative_module "import" identifier [ "as" identifier ] ( "," identifier [ "as" identifier ])* | "from" relative_module "import" "(" identifier [ "as" identifier ] ( "," identifier [ "as" identifier ])* [ "," ] ")" | "from" relative_module "import" "*" module : ( identifier "." )* identifier relative_module : "." * module | "." + The basic import statement (no from clause) is executed in two steps: find a module, loading and initializing it if necessary define a name or names in the local namespace for the scope where the import statement occurs. When the statement contains multiple clauses (separated by commas) the two steps are carried out separately for each clause, just as though the clauses had been separated out into individual import statements. The details of the first step, finding and loading modules, are described in greater detail in the section on the import system , which also describes the various types of packages and modules that can be imported, as well as all the hooks that can be used to customize the import system. Note that failures in this step may indicate either that the module could not be located, or that an error occurred while initializing the module, which includes execution of the module’s code. If the requested module is retrieved successfully, it will be made available in the local namespace in one of three ways: If the module name is followed by as , then the name following as is bound directly to the imported module. If no other name is specified, and the module being imported is a top level module, the module’s name is bound in the local namespace as a reference to the imported module If the module being imported is not a top level module, then the name of the top level package that contains the module is bound in the local namespace as a reference to the top level package. The imported module must be accessed using its full qualified name rather than directly The from form uses a slightly more complex process: find the module specified in the from clause, loading and initializing it if necessary; for each of the identifiers specified in the import clauses: check if the imported module has an attribute by that name if not, attempt to import a submodule with that name and then check the imported module again for that attribute if the attribute is not found, ImportError is raised. otherwise, a reference to that value is stored in the local namespace, using the name in the as clause if it is present, otherwise using the attribute name Examples: import foo # foo imported and bound locally import foo.bar.baz # foo, foo.bar, and foo.bar.baz imported, foo bound locally import foo.bar.baz as fbb # foo, foo.bar, and foo.bar.baz imported, foo.bar.baz bound as fbb from foo.bar import baz # foo, foo.bar, and foo.bar.baz imported, foo.bar.baz bound as baz from foo import attr # foo imported and foo.attr bound as attr If the list of identifiers is replaced by a star ( '*' ), all public names defined in the module are bound in the local namespace for the scope where the import statement occurs. The public names defined by a module are determined by checking the module’s namespace for a variable named __all__ ; if defined, it must be a sequence of strings which are names defined or imported by that module. The names given in __all__ are all considered public and are required to exist. If __all__ is not defined, the set of public names includes all names found in the module’s namespace which do not begin with an underscore character ( '_' ). __all__ should contain the entire public API. It is intended to avoid accidentally exporting items that are not part of the API (such as library modules which were imported and used within the module). The wild card form of import — from module import * — is only allowed at the module level. Attempting to use it in class or function definitions will raise a SyntaxError . When specifying what module to import you do not have to specify the absolute name of the module. When a module or package is contained within another package it is possible to make a relative import within the same top package without having to mention the package name. By using leading dots in the specified module or package after from you can specify how high to traverse up the current package hierarchy without specifying exact names. One leading dot means the current package where the module making the import exists. Two dots means up one package level. Three dots is up two levels, etc. So if you execute from . import mod from a module in the pkg package then you will end up importing pkg.mod . If you execute from ..subpkg2 import mod from within pkg.subpkg1 you will import pkg.subpkg2.mod . The specification for relative imports is contained in the Package Relative Imports section. importlib.import_module() is provided to support applications that determine dynamically the modules to be loaded. Raises an auditing event import with arguments module , filename , sys.path , sys.meta_path , sys.path_hooks . 7.11.1. Future statements ¶ A future statement is a directive to the compiler that a particular module should be compiled using syntax or semantics that will be available in a specified future release of Python where the feature becomes standard. The future statement is intended to ease migration to future versions of Python that introduce incompatible changes to the language. It allows use of the new features on a per-module basis before the release in which the feature becomes standard. future_stmt : "from" "__future__" "import" feature [ "as" identifier ] ( "," feature [ "as" identifier ])* | "from" "__future__" "import" "(" feature [ "as" identifier ] ( "," feature [ "as" identifier ])* [ "," ] ")" feature : identifier A future statement must appear near the top of the module. The only lines that can appear before a future statement are: the module docstring (if any), comments, blank lines, and other future statements. The only feature that requires using the future statement is annotations (see PEP 563 ). All historical features enabled by the future statement are still recognized by Python 3. The list includes absolute_import , division , generators , generator_stop , unicode_literals , print_function , nested_scopes and with_statement . They are all redundant because they are always enabled, and only kept for backwards compatibility. A future statement is recognized and treated specially at compile time: Changes to the semantics of core constructs are often implemented by generating different code. It may even be the case that a new feature introduces new incompatible syntax (such as a new reserved word), in which case the compiler may need to parse the module differently. Such decisions cannot be pushed off until runtime. For any given release, the compiler knows which feature names have been defined, and raises a compile-time error if a future statement contains a feature not known to it. The direct runtime semantics are the same as for any import statement: there is a standard module __future__ , described later, and it will be imported in the usual way at the time the future statement is executed. The interesting runtime semantics depend on the specific feature enabled by the future statement. Note that there is nothing special about the statement: import __future__ [ as name ] That is not a future statement; it’s an ordinary import statement with no special semantics or syntax restrictions. Code compiled by calls to the built-in functions exec() and compile() that occur in a module M containing a future statement will, by default, use the new syntax or semantics associated with the future statement. This can be controlled by optional arguments to compile() — see the documentation of that function for details. A future statement typed at an interactive interpreter prompt will take effect for the rest of the interpreter session. If an interpreter is started with the -i option, is passed a script name to execute, and the script includes a future statement, it will be in effect in the interactive session started after the script is executed. See also PEP 236 - Back to the __future__ The original proposal for the __future__ mechanism. 7.12. The global statement ¶ global_stmt : "global" identifier ( "," identifier )* The global statement causes the listed identifiers to be interpreted as globals. It would be impossible to assign to a global variable without global , although free variables may refer to globals without being declared global. The global statement applies to the entire current scope (module, function body or class definition). A SyntaxError is raised if a variable is used or assigned to prior to its global declaration in the scope. At the module level, all variables are global, so a global statement has no effect. However, variables must still not be used or assigned to prior to their global declaration. This requirement is relaxed in the interactive prompt ( REPL ). Programmer’s note: global is a directive to the parser. It applies only to code parsed at the same time as the global statement. In particular, a global statement contained in a string or code object supplied to the built-in exec() function does not affect the code block containing the function call, and code contained in such a string is unaffected by global statements in the code containing the function call. The same applies to the eval() and compile() functions. 7.13. The nonlocal statement ¶ nonlocal_stmt : "nonlocal" identifier ( "," identifier )* When the definition of a function or class is nested (enclosed) within the definitions of other functions, its nonlocal scopes are the local scopes of the enclosing functions. The nonlocal statement causes the listed identifiers to refer to names previously bound in nonlocal scopes. It allows encapsulated code to rebind such nonlocal identifiers. If a name is bound in more than one nonlocal scope, the nearest binding is used. If a name is not bound in any nonlocal scope, or if there is no nonlocal scope, a SyntaxError is raised. The nonlocal statement applies to the entire scope of a function or class body. A SyntaxError is raised if a variable is used or assigned to prior to its nonlocal declaration in the scope. See also PEP 3104 - Access to Names in Outer Scopes The specification for the nonlocal statement. Programmer’s note: nonlocal is a directive to the parser and applies only to code parsed along with it. See the note for the global statement. 7.14. The type statement ¶ type_stmt : 'type' identifier [ type_params ] "=" expression The type statement declares a type alias, which is an instance of typing.TypeAliasType . For example, the following statement creates a type alias: type Point = tuple [ float , float ] This code is roughly equivalent to: annotation - def VALUE_OF_Point (): return tuple [ float , float ] Point = typing . TypeAliasType ( "Point" , VALUE_OF_Point ()) annotation-def indicates an annotation scope , which behaves mostly like a function, but with several small differences. The value of the type alias is evaluated in the annotation scope. It is not evaluated when the type alias is created, but only when the value is accessed through the type alias’s __value__ attribute (see Lazy evaluation ). This allows the type alias to refer to names that are not yet defined. Type aliases may be made generic by adding a type parameter list after the name. See Generic type aliases for more. type is a soft keyword . Added in version 3.12. See also PEP 695 - Type Parameter Syntax Introduced the type statement and syntax for generic classes and functions. Table of Contents 7. Simple statements 7.1. Expression statements 7.2. Assignment statements 7.2.1. Augmented assignment statements 7.2.2. Annotated assignment statements 7.3. The assert statement 7.4. The pass statement 7.5. The del statement 7.6. The return statement 7.7. The yield statement 7.8. The raise statement 7.9. The break statement 7.10. The continue statement 7.11. The import statement 7.11.1. Future statements 7.12. The global statement 7.13. The nonlocal statement 7.14. The type statement Previous topic 6. Expressions Next topic 8. Compound statements This page Report a bug Show source « Navigation index modules | next | previous | Python » 3.14.2 Documentation » The Python Language Reference » 7. Simple statements | Theme Auto Light Dark | © Copyright 2001 Python Software Foundation. This page is licensed under the Python Software Foundation License Version 2. Examples, recipes, and other code in the documentation are additionally licensed under the Zero Clause BSD License. See History and License for more information. The Python Software Foundation is a non-profit corporation. Please donate. Last updated on Jan 13, 2026 (06:19 UTC). Found a bug ? Created using Sphinx 8.2.3. | 2026-01-13T08:48:43 |
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A space to share projects, ask questions, and discuss server-driven templating Dropdown menu Dropdown menu Skip to content Navigation menu Search Powered by Algolia Search Log in Create account DEV Community Close Follow User actions Visakh Vijayan There is nothing else in this world that gives as much happiness as coding Location Kolkata, West Bengal Joined Joined on Sep 2, 2018 Email address vjnvisakh@gmail.com Personal website https://github.com/visakhvjn github website twitter website Education MCA Pronouns he/him/his Work Full Stack Developer at JTC Seven Year Club This badge celebrates the longevity of those who have been a registered member of the DEV Community for at least seven years. Got it Close Six Year Club This badge celebrates the longevity of those who have been a registered member of the DEV Community for at least six years. Got it Close Writing Debut Awarded for writing and sharing your first DEV post! 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javascript # tutorial # typescript Comments Add Comment 2 min read Elevate Your Cloud Game: Mastering Monitoring & Logging with CloudWatch and Stackdriver Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Jan 2 Elevate Your Cloud Game: Mastering Monitoring & Logging with CloudWatch and Stackdriver # google # monitoring # devops # aws Comments Add Comment 3 min read Unveiling the Power of Databases in the Realm of Big Data Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Jan 1 Unveiling the Power of Databases in the Realm of Big Data # database # dataengineering # performance Comments Add Comment 2 min read Mastering Reinforcement Learning: A Dive into Machine Learning's Next Frontier Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 31 '25 Mastering Reinforcement Learning: A Dive into Machine Learning's Next Frontier # ai # datascience # machinelearning Comments Add Comment 2 min read Exploring the Power of Set & Map in JavaScript Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 30 '25 Exploring the Power of Set & Map in JavaScript # algorithms # beginners # javascript 5 reactions Comments Add Comment 1 min read Unveiling the Threat of Clickjacking in Web Security Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 29 '25 Unveiling the Threat of Clickjacking in Web Security # html # ui # security # webdev Comments Add Comment 2 min read Revolutionizing Scalability: Exploring Container Orchestration Solutions Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 28 '25 Revolutionizing Scalability: Exploring Container Orchestration Solutions # systemdesign # architecture # kubernetes # devops Comments Add Comment 2 min read Revolutionizing Frontend Development with Design Systems Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 27 '25 Revolutionizing Frontend Development with Design Systems # architecture # frontend # ui # design 1 reaction Comments Add Comment 2 min read Unleashing the Power of DOM Manipulation in Frontend Development Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 25 '25 Unleashing the Power of DOM Manipulation in Frontend Development # frontend # javascript # webdev Comments Add Comment 1 min read Harnessing React in the Era of Serverless Deployment: A Modern Approach Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 24 '25 Harnessing React in the Era of Serverless Deployment: A Modern Approach # react # serverless # devops # webdev Comments Add Comment 3 min read Unleashing the Power of Enums in TypeScript Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 23 '25 Unleashing the Power of Enums in TypeScript # typescript # programming # tutorial # beginners Comments Add Comment 2 min read Mastering Technical Interviews: Top 50 Tips for Success Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 22 '25 Mastering Technical Interviews: Top 50 Tips for Success Comments Add Comment 1 min read Unveiling the Power of Support Vector Machines in Machine Learning Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 21 '25 Unveiling the Power of Support Vector Machines in Machine Learning # algorithms # datascience # machinelearning Comments Add Comment 1 min read Unleashing the Power of JavaScript Promises: A Futuristic Dive into Asynchronous Programming Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 20 '25 Unleashing the Power of JavaScript Promises: A Futuristic Dive into Asynchronous Programming # javascript # programming # tutorial Comments Add Comment 1 min read Mastering Soft Skills: The Art of Effective Communication Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 19 '25 Mastering Soft Skills: The Art of Effective Communication # career # learning # productivity Comments Add Comment 1 min read Navigating the Global Workplace: The Power of Cultural Competence Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 18 '25 Navigating the Global Workplace: The Power of Cultural Competence # career # leadership # learning Comments Add Comment 2 min read Unlocking the Power of Types: A Deep Dive into TypeScript Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 17 '25 Unlocking the Power of Types: A Deep Dive into TypeScript # webdev # javascript # programming # typescript Comments Add Comment 2 min read Illuminating DevOps: Mastering Logging for Next-Gen Software Delivery Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 16 '25 Illuminating DevOps: Mastering Logging for Next-Gen Software Delivery # devops # monitoring Comments Add Comment 3 min read Mastering Heaps: A Deep Dive into Data Structures and Algorithms Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 15 '25 Mastering Heaps: A Deep Dive into Data Structures and Algorithms # algorithms # computerscience # tutorial Comments Add Comment 2 min read Unlocking Type Safety: A Deep Dive into Type Guards in TypeScript Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 14 '25 Unlocking Type Safety: A Deep Dive into Type Guards in TypeScript # javascript # tutorial # typescript Comments Add Comment 3 min read Mastering Enums in TypeScript: A Comprehensive Guide Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 13 '25 Mastering Enums in TypeScript: A Comprehensive Guide # javascript # tutorial # typescript Comments Add Comment 2 min read Unlocking Web Security: Mastering Authentication in the Digital Age Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 12 '25 Unlocking Web Security: Mastering Authentication in the Digital Age # beginners # security # webdev Comments Add Comment 2 min read Optimizing Performance with DevOps: The Art of Load Balancing Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 11 '25 Optimizing Performance with DevOps: The Art of Load Balancing # devops # networking # performance # architecture Comments Add Comment 2 min read Unleashing the Future: Mastering iOS Mobile App Development with Swift Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 10 '25 Unleashing the Future: Mastering iOS Mobile App Development with Swift # beginners # ios # tutorial # swift Comments Add Comment 3 min read Quantum Leaps in Transactional Databases: Navigating the Future of Data Integrity Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 9 '25 Quantum Leaps in Transactional Databases: Navigating the Future of Data Integrity # architecture # database # systemdesign Comments Add Comment 2 min read Mastering Frontend Development: Top 50 Interview Questions Revealed Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 8 '25 Mastering Frontend Development: Top 50 Interview Questions Revealed Comments Add Comment 2 min read Unlocking the Power of Binary Search Trees: A Deep Dive into Data Structures and Algorithms Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 7 '25 Unlocking the Power of Binary Search Trees: A Deep Dive into Data Structures and Algorithms Comments Add Comment 2 min read Unleashing the Power of Python in Machine Learning Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 6 '25 Unleashing the Power of Python in Machine Learning Comments Add Comment 2 min read Revolutionizing Mobile App Development with Mobile Analytics Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 5 '25 Revolutionizing Mobile App Development with Mobile Analytics # analytics # ux # mobile # performance Comments Add Comment 2 min read Boosting React Performance with useMemo Hook Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 4 '25 Boosting React Performance with useMemo Hook Comments Add Comment 1 min read Revolutionizing Frontend Development with React and Serverless Framework Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 3 '25 Revolutionizing Frontend Development with React and Serverless Framework # frontend # serverless # react # javascript Comments 1 comment 2 min read Revolutionizing Enterprise: How Startups Are Shaping the Future of Corporate Innovation Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 2 '25 Revolutionizing Enterprise: How Startups Are Shaping the Future of Corporate Innovation # leadership # management # startup Comments Add Comment 3 min read Unlocking the Power of Redis: A Deep Dive into Databases Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Dec 1 '25 Unlocking the Power of Redis: A Deep Dive into Databases # backend # database # performance Comments Add Comment 2 min read Revolutionize Your React Apps with Redux Toolkit: A Comprehensive Guide Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 30 '25 Revolutionize Your React Apps with Redux Toolkit: A Comprehensive Guide # javascript # tutorial # react # tooling Comments Add Comment 2 min read Exploring the Top Frontend Frameworks: A Developer's Guide Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 29 '25 Exploring the Top Frontend Frameworks: A Developer's Guide # frontend # javascript # webdev # react Comments Add Comment 2 min read Fortifying Web Security with Rate Limiting: A Shield Against Cyber Threats Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 28 '25 Fortifying Web Security with Rate Limiting: A Shield Against Cyber Threats # cybersecurity # architecture # security # networking Comments Add Comment 2 min read Revolutionizing Mobile App Success with A/B Testing Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 27 '25 Revolutionizing Mobile App Success with A/B Testing # mobile # testing # ux Comments Add Comment 2 min read Unlocking the Power of Type Hinting in Python Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 26 '25 Unlocking the Power of Type Hinting in Python # cleancode # python # tutorial Comments Add Comment 2 min read Unleashing the Power of Create React App: Your Gateway to Modern Web Development Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 25 '25 Unleashing the Power of Create React App: Your Gateway to Modern Web Development # javascript # react # beginners # tooling Comments Add Comment 3 min read Unveiling the Power of Cross-Validation in Machine Learning Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 24 '25 Unveiling the Power of Cross-Validation in Machine Learning # datascience # machinelearning # python Comments Add Comment 2 min read Unleashing the Power of Divide and Conquer: Data Structures and Algorithms Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 23 '25 Unleashing the Power of Divide and Conquer: Data Structures and Algorithms # algorithms # beginners # computerscience Comments Add Comment 2 min read Mastering Modules in TypeScript: A Comprehensive Guide Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 22 '25 Mastering Modules in TypeScript: A Comprehensive Guide # javascript # programming # typescript # tutorial Comments Add Comment 2 min read Unleashing the Power of Containers in Cloud Computing Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 20 '25 Unleashing the Power of Containers in Cloud Computing # containers # docker # cloudcomputing # devops Comments Add Comment 2 min read Optimizing DevOps Efficiency through Advanced Monitoring Techniques Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 19 '25 Optimizing DevOps Efficiency through Advanced Monitoring Techniques Comments Add Comment 1 min read Mastering Full-Stack: Top 50 Interview Questions Revealed Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 18 '25 Mastering Full-Stack: Top 50 Interview Questions Revealed Comments Add Comment 2 min read Decoding Buffers in Node.js: The Hidden Powerhouse of Data Handling Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 16 '25 Decoding Buffers in Node.js: The Hidden Powerhouse of Data Handling # node # javascript # beginners # backend Comments Add Comment 2 min read Fueling Innovation: Navigating the Landscape of Startup Funding Sources Visakh Vijayan Visakh Vijayan Visakh Vijayan Follow Nov 15 '25 Fueling Innovation: Navigating the Landscape of Startup Funding Sources # 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https://www.pocketgamer.com/best-games/mobile-games-of-2025/ | The best mobile games of 2025 so far | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Best Games The best mobile games of 2025 so far (December 2025) Come back monthly as the best mobile games list gets updated regularly By Catherine Dellosa | Dec 24 iOS + Android Twitter Facebook Reddit Updated on December 24th, 2025 Here it is: the list of the best mobile games of 2025 so far ! We'll be adding more reviews as the games get released, so make sure to bookmark this page and check it every now and then. You can also have a look at the best mobile games of 2024 if you're feeling a little nostalgic! All the mobile games we've reviewed in 2025 Every year, we review hundreds of new mobile games, picking out the cream of the crop for you to play. It's not as easy a process as you might think. For a start, there's definitely no time to review everything - our editors and reviewers look through the stacks of titles released each month and pick out those which we think have the most promise. There are tens of thousands of mobile games released every year, and we only have so much time. So, even before games are reviewed, they're filtered through on multiple levels before that selection. But, with us doing so many reviews each year, we thought it was sensible to create this resource, so that you can, at a quick glance, see the best mobile games of 2025 by review ranking. We'll let you in on what might be quite a well-known secret: the teams at Steel Media (that's Pocket Gamer, Pocket Gamer France , 148Apps , App Spy , and more) really love mobile games - as well we should, because we've been reviewing them for over 15 years now, or, if you want to do that weird thing people do where they add up the collective years to get an obscene number, the sites have been reviewing mobile games for over fifty years collectively... That means that there's a lot of knowledge in these halls, and it also means that we are quite precise when it comes to picking which ones we do decide to review. Below you will find - by awarded score and within that, alphabetical order - each of the games we've chosen to review this year so far. Decide for yourself which of them are the best mobile games of 2025! 5 Star - 10/10 - Pocket Gamer Platinum Award Cat Quest III review - August 22nd, 2025 - 148Apps Crunchyroll: Shogun Showdown review - May 21st, 2025 - Pocket Gamer Enter the Gungeon review - September 3rd, 2025 - 148Apps EvoCreo 2 review - March 10th, 2025 - Pocket Gamer I Am Your Beast review - March 6th, 2025 - 148Apps Slender Threads review - November 25th, 2025 - Pocket Gamer 4.5 Star - 9/10 - Pocket Gamer Gold Award Bloomtown: A Different Story review - August 6th, 2025 - Pocket Gamer Cat Quest III review - August 11th, 2025 - Pocket Gamer Chants of Sennaar review - August 26th, 2025 - Pocket Gamer Disco Elysium review - August 1st, 2025 - Pocket Gamer Dredge mobile review - February 27th, 2025 - Pocket Gamer Hitman: Absolution review - October 27th, 2025 - 148Apps Jump King review - February 24th, 2025 - Pocket Gamer Lara Croft: Guardian of Light review - March 5th, 2025 - Pocket Gamer Lara Croft: Guardian of Light review - March 5th, 2025 - 148Apps Magical Maintenance Mystery review - April 11th, 2025 - Pocket Gamer Merge Maestro review - July 17th, 2025 - 148Apps MicroMacro: Downtown Detective review - August 29th, 2025 - 148Apps Neo Cab review - October 20th, 2025 - 148Apps PBJ - The Musical review - April 3rd, 2025 - Pocket Gamer Pine Hearts review - October 7th, 2025 - Pocket Gamer The Art of Fauna review - February 11th, 2025 - Pocket Gamer The Star Named EOS mobile review - April 16th, 2025 - Pocket Gamer Timelie review - November 21st, 2025 - Pocket Gamer TOEM: A Photo Adventure review - October 22nd, 2025 - Pocket Gamer TriviaLinked review - May 9th, 2025 - 148Apps True Fear 3 review - July 2nd, 2025 - Pocket Gamer Real Vampires review - November 5th, 2025 - Pocket Gamer Resident Evil 2 review - January 15th, 2025 - 148Apps Spooky Express review - October 21st, 2025 - Pocket Gamer Songs of Conquest review - March 27th, 2025 - Pocket Gamer Super Farming Boy review - August 12th, 2025 - Pocket Gamer Vampire’s Fall 2 review - June 11th, 2025 - Pocket Gamer 4 Star - 8/10 - Pocket Gamer Silver Award Subscribe to Pocket Gamer on Aarik and the Ruined Kingdom review - January 23rd, 2025 - Pocket Gamer A Kindling Forest review - January 9th, 2025 - Pocket Gamer AstroCat Adventures review - November 17th, 2025 - Pocket Gamer Besiege review - December 4th, 2025 - Pocket Gamer Blue Protocol: Star Resonance review - October 8th, 2025 - Pocket Gamer Broken Sword: Reforged review - August 4th, 2025 - Pocket Gamer Claws and Chaos review - March 11th, 2025 - 148Apps Crashlands 2 review - April 9th, 2025 - Pocket Gamer Duck Detective: The Secret Salami review - January 25th, 2025 - Pocket Gamer Dark and Darker Mobile review - February 13th, 2025 - Pocket Gamer Dungeons of Dreadrock 2 review - December 31st, 2024 - Pocket Gamer Expelled! review - March 12th, 2025 - Pocket Gamer Follow the Meaning review - April 9th, 2025 - Pocket Gamer GoChess review - March 17th, 2025 - Pocket Gamer Gordian Quest review - April 3rd, 2025 - Pocket Gamer Grand Mountain Adventure 2 review - March 19th, 2025 - 148Apps Grid Ranger review - November 20th, 2025 - Pocket Gamer Growbot review - July 29th, 2025 - Pocket Gamer Hitman: Absolution review - October 17th, 2025 - Pocket Gamer Hitman: World of Assassination review - September 4th, 2025 - Pocket Gamer Islanders: Mobile review - November 30th, 2025 - Pocket Gamer Kingdomino: The Board Game review - June 30th, 2025 - Pocket Gamer LOK Digital review - January 22nd, 2025 - Pocket Gamer Meteorfall: Rustbowl Rumble review - June 24th, 2025 - 148Apps MicroMacro: Downtown Detective review - September 23rd, 2025 - Pocket Gamer Pokemon Friends review - August 4th, 2025 - Pocket Gamer Primrows review - April 23rd, 2025 - Pocket Gamer Prince of Persia: Lost Crown review - May 27th, 2025 - 148Apps Pup Champs review - May 27th, 2025 - Pocket Gamer Resident Evil 3 review - April 11th, 2025 - 148Apps Road to Empress review - September 10th, 2025 - Pocket Gamer Rollercoaster Racer review - August 5th, 2025 - 148Apps Set a Watch: Digital Edition review - September 30th, 2025 - 148Apps Set a Watch review - October 9th, 2025 - Pocket Gamer Skate City: New York review - January 20th, 2025 - Pocket Gamer Soul Hunter review - November 26th, 2025 - Pocket Gamer Subnautica mobile review - July 16th, 2025 - Pocket Gamer Sunset Hills review - May 14th, 2025 - Pocket Gamer The Great Sneeze review - March 18th, 2025 - Pocket Gamer The Great Sneeze review - April 23rd, 2025 - 148Apps Thronefall review - June 20th, 2025 - 148Apps Tiny Dangerous Dungeons Remake review - March 6th, 2025 - Pocket Gamer Wargroove 2: Pocket Edition review - July 15th, 2025 - Pocket Gamer 3.5 Star - 7/10 - Pocket Gamer Bronze Award Amusement Arcade Toaplan review - February 26th, 2025 - Pocket Gamer Avatar Legends: Realms Collide review - March 18th, 2025 - Pocket Gamer Backyard Baseball '97 review - April 4th, 2025 - Pocket Gamer Catagrams review - February 20th, 2025 - 148Apps Claws & Chaos review - February 27th, 2025 - Pocket Gamer Cyber Saber review - October 29th, 2025 - Pocket Gamer Duck Detective: Secret Salami review - April 24th, 2025 - 148Apps Frogblock review - September 30th, 2025 - Pocket Gamer Feed the Deep review - July 11th, 2025 - 148Apps Good Coffee, Great Coffee review - March 13th, 2025 - Pocket Gamer Kawaii Kitchen review - January 3rd, 2025 - Pocket Gamer Laser Panic review - February 26th, 2025 - 148Apps Mutropolis review - August 1st, 2025 - Pocket Gamer MySims review - November 12th, 2025 - Pocket Gamer No Way Home review - June 12th, 2025 - 148Apps Oby Adventure review - May 23rd, 2025 - Pocket Gamer Prince of Persia: Lost Crown review - April 16th, 2025 - Pocket Gamer Sengodai review - December 15th, 2025 - Pocket Gamer Skadi Tower review - November 13th, 2025 - Pocket Gamer Songs of Conquest review - March 28th, 2025 - 148Apps Summoners War: Rush review - June 4th, 2025 - Pocket Gamer The Abandoned Planet review - December 23rd, 2024 - Pocket Gamer The Abandoned Planet review - December 26th, 2024 - 148Apps The Longing review - February 6th, 2025 - 148Apps The Mr. Rabbit Magic Show review - May 13th, 2025 - 148Apps TMNT: Shredder's Revenge review - June 19th, 2025 - 148Apps Quilts and Cats of Calico review - March 20th, 2025 - Pocket Gamer Wargroove 2: Pocket Edition review - August 14th, 2025 - 148Apps 3 Star - 6/10 Subscribe to Pocket Gamer on A Game About Digging A Hole review - August 11th, 2025 - 148Apps Crunchyroll: Tengami review - January 24th, 2025 - Pocket Gamer Etheria: Restart review - June 12th, 2025 - Pocket Gamer Is This Seat Taken? review - August 18th, 2025 - Pocket Gamer Is This Seat Taken? review - September 19th, 2025 - 148Apps Is This Yours? review - May 28th, 2025 - Pocket Gamer HITMAN World of Assassination review - September 11th, 2025 - 148Apps Kardboard Kings review - January 28th, 2025 - Pocket Gamer Gordian Quest review - April 30th, 2025 - 148Apps Graine review - February 13th, 2025 - Pocket Gamer Persona 5: The Phantom X review - July 4th, 2025 - Pocket Gamer Pools review - November 20th, 2025 - 148Apps Prado Traveler review - February 13th, 2025 - 148Apps TownsFolk review - April 14th, 2025 - Pocket Gamer Universe For Sale review - December 23rd, 2024 - Pocker Gamer Your House review - March 26th, 2025 - Pocket Gamer 2.5 Star - 5/10 Heroes of Fortune review - November 18th, 2025 - Pocket Gamer Ultimate Chicken Horse review - June 24th, 2025 - Pocket Gamer And that's it for now - the best mobile games of 2025 so far. Be sure to keep checking back, either to the sites or here, because we'll continue to pick out the best of the best going forward. Catherine Dellosa Twitter Instagram Catherine plays video games for a living and writes because she’s in love with words. Her Young Adult contemporary novel, For The Win: The Not-So-Epic Quest Of A Non-Playable Character, is her third book published by Penguin Random House SEA - a poignant love letter to gamer geeks, mythological creatures, teenage heartbreak, and everything in between. She one day hopes to soar the skies as a superhero, but for now, she strongly believes in saving lives through her works in fiction. Check out her books at bit.ly/catherinedellosabooks, or follow her on FB/IG/Twitter at @thenoobwife. 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https://docs.python.org/3/license.html#mimalloc | History and License — Python 3.14.2 documentation Theme Auto Light Dark Table of Contents History and License History of the software Terms and conditions for accessing or otherwise using Python PYTHON SOFTWARE FOUNDATION LICENSE VERSION 2 BEOPEN.COM LICENSE AGREEMENT FOR PYTHON 2.0 CNRI LICENSE AGREEMENT FOR PYTHON 1.6.1 CWI LICENSE AGREEMENT FOR PYTHON 0.9.0 THROUGH 1.2 ZERO-CLAUSE BSD LICENSE FOR CODE IN THE PYTHON DOCUMENTATION Licenses and Acknowledgements for Incorporated Software Mersenne Twister Sockets Asynchronous socket services Cookie management Execution tracing UUencode and UUdecode functions XML Remote Procedure Calls test_epoll Select kqueue SipHash24 strtod and dtoa OpenSSL expat libffi zlib cfuhash libmpdec W3C C14N test suite mimalloc asyncio Global Unbounded Sequences (GUS) Zstandard bindings Previous topic Copyright This page Report a bug Show source Navigation index modules | previous | Python » 3.14.2 Documentation » History and License | Theme Auto Light Dark | History and License ¶ History of the software ¶ Python was created in the early 1990s by Guido van Rossum at Stichting Mathematisch Centrum (CWI, see https://www.cwi.nl ) in the Netherlands as a successor of a language called ABC. Guido remains Python’s principal author, although it includes many contributions from others. In 1995, Guido continued his work on Python at the Corporation for National Research Initiatives (CNRI, see https://www.cnri.reston.va.us ) in Reston, Virginia where he released several versions of the software. In May 2000, Guido and the Python core development team moved to BeOpen.com to form the BeOpen PythonLabs team. In October of the same year, the PythonLabs team moved to Digital Creations, which became Zope Corporation. In 2001, the Python Software Foundation (PSF, see https://www.python.org/psf/ ) was formed, a non-profit organization created specifically to own Python-related Intellectual Property. Zope Corporation was a sponsoring member of the PSF. All Python releases are Open Source (see https://opensource.org for the Open Source Definition). Historically, most, but not all, Python releases have also been GPL-compatible; the table below summarizes the various releases. Release Derived from Year Owner GPL-compatible? (1) 0.9.0 thru 1.2 n/a 1991-1995 CWI yes 1.3 thru 1.5.2 1.2 1995-1999 CNRI yes 1.6 1.5.2 2000 CNRI no 2.0 1.6 2000 BeOpen.com no 1.6.1 1.6 2001 CNRI yes (2) 2.1 2.0+1.6.1 2001 PSF no 2.0.1 2.0+1.6.1 2001 PSF yes 2.1.1 2.1+2.0.1 2001 PSF yes 2.1.2 2.1.1 2002 PSF yes 2.1.3 2.1.2 2002 PSF yes 2.2 and above 2.1.1 2001-now PSF yes Note GPL-compatible doesn’t mean that we’re distributing Python under the GPL. All Python licenses, unlike the GPL, let you distribute a modified version without making your changes open source. The GPL-compatible licenses make it possible to combine Python with other software that is released under the GPL; the others don’t. According to Richard Stallman, 1.6.1 is not GPL-compatible, because its license has a choice of law clause. According to CNRI, however, Stallman’s lawyer has told CNRI’s lawyer that 1.6.1 is “not incompatible” with the GPL. Thanks to the many outside volunteers who have worked under Guido’s direction to make these releases possible. Terms and conditions for accessing or otherwise using Python ¶ Python software and documentation are licensed under the Python Software Foundation License Version 2. Starting with Python 3.8.6, examples, recipes, and other code in the documentation are dual licensed under the PSF License Version 2 and the Zero-Clause BSD license . Some software incorporated into Python is under different licenses. The licenses are listed with code falling under that license. See Licenses and Acknowledgements for Incorporated Software for an incomplete list of these licenses. PYTHON SOFTWARE FOUNDATION LICENSE VERSION 2 ¶ 1. This LICENSE AGREEMENT is between the Python Software Foundation ("PSF"), and the Individual or Organization ("Licensee") accessing and otherwise using this software ("Python") in source or binary form and its associated documentation. 2. Subject to the terms and conditions of this License Agreement, PSF hereby grants Licensee a nonexclusive, royalty-free, world-wide license to reproduce, analyze, test, perform and/or display publicly, prepare derivative works, distribute, and otherwise use Python alone or in any derivative version, provided, however, that PSF's License Agreement and PSF's notice of copyright, i.e., "Copyright © 2001 Python Software Foundation; All Rights Reserved" are retained in Python alone or in any derivative version prepared by Licensee. 3. In the event Licensee prepares a derivative work that is based on or incorporates Python or any part thereof, and wants to make the derivative work available to others as provided herein, then Licensee hereby agrees to include in any such work a brief summary of the changes made to Python. 4. PSF is making Python available to Licensee on an "AS IS" basis. PSF MAKES NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR IMPLIED. BY WAY OF EXAMPLE, BUT NOT LIMITATION, PSF MAKES NO AND DISCLAIMS ANY REPRESENTATION OR WARRANTY OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF PYTHON WILL NOT INFRINGE ANY THIRD PARTY RIGHTS. 5. PSF SHALL NOT BE LIABLE TO LICENSEE OR ANY OTHER USERS OF PYTHON FOR ANY INCIDENTAL, SPECIAL, OR CONSEQUENTIAL DAMAGES OR LOSS AS A RESULT OF MODIFYING, DISTRIBUTING, OR OTHERWISE USING PYTHON, OR ANY DERIVATIVE THEREOF, EVEN IF ADVISED OF THE POSSIBILITY THEREOF. 6. This License Agreement will automatically terminate upon a material breach of its terms and conditions. 7. Nothing in this License Agreement shall be deemed to create any relationship of agency, partnership, or joint venture between PSF and Licensee. This License Agreement does not grant permission to use PSF trademarks or trade name in a trademark sense to endorse or promote products or services of Licensee, or any third party. 8. By copying, installing or otherwise using Python, Licensee agrees to be bound by the terms and conditions of this License Agreement. BEOPEN.COM LICENSE AGREEMENT FOR PYTHON 2.0 ¶ BEOPEN PYTHON OPEN SOURCE LICENSE AGREEMENT VERSION 1 1. This LICENSE AGREEMENT is between BeOpen.com ("BeOpen"), having an office at 160 Saratoga Avenue, Santa Clara, CA 95051, and the Individual or Organization ("Licensee") accessing and otherwise using this software in source or binary form and its associated documentation ("the Software"). 2. Subject to the terms and conditions of this BeOpen Python License Agreement, BeOpen hereby grants Licensee a non-exclusive, royalty-free, world-wide license to reproduce, analyze, test, perform and/or display publicly, prepare derivative works, distribute, and otherwise use the Software alone or in any derivative version, provided, however, that the BeOpen Python License is retained in the Software, alone or in any derivative version prepared by Licensee. 3. BeOpen is making the Software available to Licensee on an "AS IS" basis. BEOPEN MAKES NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR IMPLIED. BY WAY OF EXAMPLE, BUT NOT LIMITATION, BEOPEN MAKES NO AND DISCLAIMS ANY REPRESENTATION OR WARRANTY OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF THE SOFTWARE WILL NOT INFRINGE ANY THIRD PARTY RIGHTS. 4. BEOPEN SHALL NOT BE LIABLE TO LICENSEE OR ANY OTHER USERS OF THE SOFTWARE FOR ANY INCIDENTAL, SPECIAL, OR CONSEQUENTIAL DAMAGES OR LOSS AS A RESULT OF USING, MODIFYING OR DISTRIBUTING THE SOFTWARE, OR ANY DERIVATIVE THEREOF, EVEN IF ADVISED OF THE POSSIBILITY THEREOF. 5. This License Agreement will automatically terminate upon a material breach of its terms and conditions. 6. This License Agreement shall be governed by and interpreted in all respects by the law of the State of California, excluding conflict of law provisions. Nothing in this License Agreement shall be deemed to create any relationship of agency, partnership, or joint venture between BeOpen and Licensee. This License Agreement does not grant permission to use BeOpen trademarks or trade names in a trademark sense to endorse or promote products or services of Licensee, or any third party. As an exception, the "BeOpen Python" logos available at http://www.pythonlabs.com/logos.html may be used according to the permissions granted on that web page. 7. By copying, installing or otherwise using the software, Licensee agrees to be bound by the terms and conditions of this License Agreement. CNRI LICENSE AGREEMENT FOR PYTHON 1.6.1 ¶ 1. This LICENSE AGREEMENT is between the Corporation for National Research Initiatives, having an office at 1895 Preston White Drive, Reston, VA 20191 ("CNRI"), and the Individual or Organization ("Licensee") accessing and otherwise using Python 1.6.1 software in source or binary form and its associated documentation. 2. Subject to the terms and conditions of this License Agreement, CNRI hereby grants Licensee a nonexclusive, royalty-free, world-wide license to reproduce, analyze, test, perform and/or display publicly, prepare derivative works, distribute, and otherwise use Python 1.6.1 alone or in any derivative version, provided, however, that CNRI's License Agreement and CNRI's notice of copyright, i.e., "Copyright © 1995-2001 Corporation for National Research Initiatives; All Rights Reserved" are retained in Python 1.6.1 alone or in any derivative version prepared by Licensee. Alternately, in lieu of CNRI's License Agreement, Licensee may substitute the following text (omitting the quotes): "Python 1.6.1 is made available subject to the terms and conditions in CNRI's License Agreement. This Agreement together with Python 1.6.1 may be located on the internet using the following unique, persistent identifier (known as a handle): 1895.22/1013. This Agreement may also be obtained from a proxy server on the internet using the following URL: http://hdl.handle.net/1895.22/1013". 3. In the event Licensee prepares a derivative work that is based on or incorporates Python 1.6.1 or any part thereof, and wants to make the derivative work available to others as provided herein, then Licensee hereby agrees to include in any such work a brief summary of the changes made to Python 1.6.1. 4. CNRI is making Python 1.6.1 available to Licensee on an "AS IS" basis. CNRI MAKES NO REPRESENTATIONS OR WARRANTIES, EXPRESS OR IMPLIED. BY WAY OF EXAMPLE, BUT NOT LIMITATION, CNRI MAKES NO AND DISCLAIMS ANY REPRESENTATION OR WARRANTY OF MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE OR THAT THE USE OF PYTHON 1.6.1 WILL NOT INFRINGE ANY THIRD PARTY RIGHTS. 5. CNRI SHALL NOT BE LIABLE TO LICENSEE OR ANY OTHER USERS OF PYTHON 1.6.1 FOR ANY INCIDENTAL, SPECIAL, OR CONSEQUENTIAL DAMAGES OR LOSS AS A RESULT OF MODIFYING, DISTRIBUTING, OR OTHERWISE USING PYTHON 1.6.1, OR ANY DERIVATIVE THEREOF, EVEN IF ADVISED OF THE POSSIBILITY THEREOF. 6. This License Agreement will automatically terminate upon a material breach of its terms and conditions. 7. This License Agreement shall be governed by the federal intellectual property law of the United States, including without limitation the federal copyright law, and, to the extent such U.S. federal law does not apply, by the law of the Commonwealth of Virginia, excluding Virginia's conflict of law provisions. Notwithstanding the foregoing, with regard to derivative works based on Python 1.6.1 that incorporate non-separable material that was previously distributed under the GNU General Public License (GPL), the law of the Commonwealth of Virginia shall govern this License Agreement only as to issues arising under or with respect to Paragraphs 4, 5, and 7 of this License Agreement. Nothing in this License Agreement shall be deemed to create any relationship of agency, partnership, or joint venture between CNRI and Licensee. This License Agreement does not grant permission to use CNRI trademarks or trade name in a trademark sense to endorse or promote products or services of Licensee, or any third party. 8. By clicking on the "ACCEPT" button where indicated, or by copying, installing or otherwise using Python 1.6.1, Licensee agrees to be bound by the terms and conditions of this License Agreement. CWI LICENSE AGREEMENT FOR PYTHON 0.9.0 THROUGH 1.2 ¶ Copyright © 1991 - 1995, Stichting Mathematisch Centrum Amsterdam, The Netherlands. All rights reserved. Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Stichting Mathematisch Centrum or CWI not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. STICHTING MATHEMATISCH CENTRUM DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL STICHTING MATHEMATISCH CENTRUM BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. ZERO-CLAUSE BSD LICENSE FOR CODE IN THE PYTHON DOCUMENTATION ¶ Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. Licenses and Acknowledgements for Incorporated Software ¶ This section is an incomplete, but growing list of licenses and acknowledgements for third-party software incorporated in the Python distribution. Mersenne Twister ¶ The _random C extension underlying the random module includes code based on a download from http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/MT2002/emt19937ar.html . The following are the verbatim comments from the original code: A C-program for MT19937, with initialization improved 2002/1/26. Coded by Takuji Nishimura and Makoto Matsumoto. Before using, initialize the state by using init_genrand(seed) or init_by_array(init_key, key_length). Copyright (C) 1997 - 2002, Makoto Matsumoto and Takuji Nishimura, All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. The names of its contributors may not be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Any feedback is very welcome. http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/emt.html email: m-mat @ math.sci.hiroshima-u.ac.jp (remove space) Sockets ¶ The socket module uses the functions, getaddrinfo() , and getnameinfo() , which are coded in separate source files from the WIDE Project, https://www.wide.ad.jp/ . Copyright (C) 1995, 1996, 1997, and 1998 WIDE Project. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. 3. Neither the name of the project nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE PROJECT AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE PROJECT OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Asynchronous socket services ¶ The test.support.asynchat and test.support.asyncore modules contain the following notice: Copyright 1996 by Sam Rushing All Rights Reserved Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Sam Rushing not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. SAM RUSHING DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL SAM RUSHING BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. Cookie management ¶ The http.cookies module contains the following notice: Copyright 2000 by Timothy O'Malley <timo@alum.mit.edu> All Rights Reserved Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Timothy O'Malley not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. Timothy O'Malley DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL Timothy O'Malley BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. Execution tracing ¶ The trace module contains the following notice: portions copyright 2001, Autonomous Zones Industries, Inc., all rights... err... reserved and offered to the public under the terms of the Python 2.2 license. Author: Zooko O'Whielacronx http://zooko.com/ mailto:zooko@zooko.com Copyright 2000, Mojam Media, Inc., all rights reserved. Author: Skip Montanaro Copyright 1999, Bioreason, Inc., all rights reserved. Author: Andrew Dalke Copyright 1995-1997, Automatrix, Inc., all rights reserved. Author: Skip Montanaro Copyright 1991-1995, Stichting Mathematisch Centrum, all rights reserved. Permission to use, copy, modify, and distribute this Python software and its associated documentation for any purpose without fee is hereby granted, provided that the above copyright notice appears in all copies, and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of neither Automatrix, Bioreason or Mojam Media be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. UUencode and UUdecode functions ¶ The uu codec contains the following notice: Copyright 1994 by Lance Ellinghouse Cathedral City, California Republic, United States of America. All Rights Reserved Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Lance Ellinghouse not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. LANCE ELLINGHOUSE DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT SHALL LANCE ELLINGHOUSE CENTRUM BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. Modified by Jack Jansen, CWI, July 1995: - Use binascii module to do the actual line-by-line conversion between ascii and binary. This results in a 1000-fold speedup. The C version is still 5 times faster, though. - Arguments more compliant with Python standard XML Remote Procedure Calls ¶ The xmlrpc.client module contains the following notice: The XML-RPC client interface is Copyright (c) 1999-2002 by Secret Labs AB Copyright (c) 1999-2002 by Fredrik Lundh By obtaining, using, and/or copying this software and/or its associated documentation, you agree that you have read, understood, and will comply with the following terms and conditions: Permission to use, copy, modify, and distribute this software and its associated documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appears in all copies, and that both that copyright notice and this permission notice appear in supporting documentation, and that the name of Secret Labs AB or the author not be used in advertising or publicity pertaining to distribution of the software without specific, written prior permission. SECRET LABS AB AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANT- ABILITY AND FITNESS. IN NO EVENT SHALL SECRET LABS AB OR THE AUTHOR BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. test_epoll ¶ The test.test_epoll module contains the following notice: Copyright (c) 2001-2006 Twisted Matrix Laboratories. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Select kqueue ¶ The select module contains the following notice for the kqueue interface: Copyright (c) 2000 Doug White, 2006 James Knight, 2007 Christian Heimes All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. SipHash24 ¶ The file Python/pyhash.c contains Marek Majkowski’ implementation of Dan Bernstein’s SipHash24 algorithm. It contains the following note: <MIT License> Copyright (c) 2013 Marek Majkowski <marek@popcount.org> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. </MIT License> Original location: https://github.com/majek/csiphash/ Solution inspired by code from: Samuel Neves (supercop/crypto_auth/siphash24/little) djb (supercop/crypto_auth/siphash24/little2) Jean-Philippe Aumasson (https://131002.net/siphash/siphash24.c) strtod and dtoa ¶ The file Python/dtoa.c , which supplies C functions dtoa and strtod for conversion of C doubles to and from strings, is derived from the file of the same name by David M. Gay, currently available from https://web.archive.org/web/20220517033456/http://www.netlib.org/fp/dtoa.c . The original file, as retrieved on March 16, 2009, contains the following copyright and licensing notice: /**************************************************************** * * The author of this software is David M. Gay. * * Copyright (c) 1991, 2000, 2001 by Lucent Technologies. * * Permission to use, copy, modify, and distribute this software for any * purpose without fee is hereby granted, provided that this entire notice * is included in all copies of any software which is or includes a copy * or modification of this software and in all copies of the supporting * documentation for such software. * * THIS SOFTWARE IS BEING PROVIDED "AS IS", WITHOUT ANY EXPRESS OR IMPLIED * WARRANTY. IN PARTICULAR, NEITHER THE AUTHOR NOR LUCENT MAKES ANY * REPRESENTATION OR WARRANTY OF ANY KIND CONCERNING THE MERCHANTABILITY * OF THIS SOFTWARE OR ITS FITNESS FOR ANY PARTICULAR PURPOSE. * ***************************************************************/ OpenSSL ¶ The modules hashlib , posix and ssl use the OpenSSL library for added performance if made available by the operating system. Additionally, the Windows and macOS installers for Python may include a copy of the OpenSSL libraries, so we include a copy of the OpenSSL license here. For the OpenSSL 3.0 release, and later releases derived from that, the Apache License v2 applies: Apache License Version 2.0, January 2004 https://www.apache.org/licenses/ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 1. Definitions. "License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document. 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END OF TERMS AND CONDITIONS expat ¶ The pyexpat extension is built using an included copy of the expat sources unless the build is configured --with-system-expat : Copyright (c) 1998, 1999, 2000 Thai Open Source Software Center Ltd and Clark Cooper Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. libffi ¶ The _ctypes C extension underlying the ctypes module is built using an included copy of the libffi sources unless the build is configured --with-system-libffi : Copyright (c) 1996-2008 Red Hat, Inc and others. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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This code is released under the BSD license: Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the author nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. 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https://reactjs.org/docs/getting-started.html#writing-markup-with-jsx | Quick Start – React React v 19.2 Search ⌘ Ctrl K Learn Reference Community Blog GET STARTED Quick Start Tutorial: Tic-Tac-Toe Thinking in React Installation Creating a React App Build a React App from Scratch Add React to an Existing Project Setup Editor Setup Using TypeScript React Developer Tools React Compiler Introduction Installation Incremental Adoption Debugging and Troubleshooting LEARN REACT Describing the UI Your First Component Importing and Exporting Components Writing Markup with JSX JavaScript in JSX with Curly Braces Passing Props to a Component Conditional Rendering Rendering Lists Keeping Components Pure Your UI as a Tree Adding Interactivity Responding to Events State: A Component's Memory Render and Commit State as a Snapshot Queueing a Series of State Updates Updating Objects in State Updating Arrays in State Managing State Reacting to Input with State Choosing the State Structure Sharing State Between Components Preserving and Resetting State Extracting State Logic into a Reducer Passing Data Deeply with Context Scaling Up with Reducer and Context Escape Hatches Referencing Values with Refs Manipulating the DOM with Refs Synchronizing with Effects You Might Not Need an Effect Lifecycle of Reactive Effects Separating Events from Effects Removing Effect Dependencies Reusing Logic with Custom Hooks Is this page useful? Learn React Quick Start Welcome to the React documentation! This page will give you an introduction to 80% of the React concepts that you will use on a daily basis. You will learn How to create and nest components How to add markup and styles How to display data How to render conditions and lists How to respond to events and update the screen How to share data between components Creating and nesting components React apps are made out of components . A component is a piece of the UI (user interface) that has its own logic and appearance. A component can be as small as a button, or as large as an entire page. React components are JavaScript functions that return markup: function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } Now that you’ve declared MyButton , you can nest it into another component: export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Notice that <MyButton /> starts with a capital letter. That’s how you know it’s a React component. React component names must always start with a capital letter, while HTML tags must be lowercase. Have a look at the result: App.js App.js Reload Clear Fork function MyButton ( ) { return ( < button > I'm a button </ button > ) ; } export default function MyApp ( ) { return ( < div > < h1 > Welcome to my app </ h1 > < MyButton /> </ div > ) ; } Show more The export default keywords specify the main component in the file. If you’re not familiar with some piece of JavaScript syntax, MDN and javascript.info have great references. Writing markup with JSX The markup syntax you’ve seen above is called JSX . It is optional, but most React projects use JSX for its convenience. All of the tools we recommend for local development support JSX out of the box. JSX is stricter than HTML. You have to close tags like <br /> . Your component also can’t return multiple JSX tags. You have to wrap them into a shared parent, like a <div>...</div> or an empty <>...</> wrapper: function AboutPage ( ) { return ( < > < h1 > About </ h1 > < p > Hello there. < br /> How do you do? </ p > </ > ) ; } If you have a lot of HTML to port to JSX, you can use an online converter. Adding styles In React, you specify a CSS class with className . It works the same way as the HTML class attribute: < img className = "avatar" /> Then you write the CSS rules for it in a separate CSS file: /* In your CSS */ .avatar { border-radius : 50 % ; } React does not prescribe how you add CSS files. In the simplest case, you’ll add a <link> tag to your HTML. If you use a build tool or a framework, consult its documentation to learn how to add a CSS file to your project. Displaying data JSX lets you put markup into JavaScript. Curly braces let you “escape back” into JavaScript so that you can embed some variable from your code and display it to the user. For example, this will display user.name : return ( < h1 > { user . name } </ h1 > ) ; You can also “escape into JavaScript” from JSX attributes, but you have to use curly braces instead of quotes. For example, className="avatar" passes the "avatar" string as the CSS class, but src={user.imageUrl} reads the JavaScript user.imageUrl variable value, and then passes that value as the src attribute: return ( < img className = "avatar" src = { user . imageUrl } /> ) ; You can put more complex expressions inside the JSX curly braces too, for example, string concatenation : App.js App.js Reload Clear Fork const user = { name : 'Hedy Lamarr' , imageUrl : 'https://i.imgur.com/yXOvdOSs.jpg' , imageSize : 90 , } ; export default function Profile ( ) { return ( < > < h1 > { user . name } </ h1 > < img className = "avatar" src = { user . imageUrl } alt = { 'Photo of ' + user . name } style = { { width : user . imageSize , height : user . imageSize } } /> </ > ) ; } Show more In the above example, style={{}} is not a special syntax, but a regular {} object inside the style={ } JSX curly braces. You can use the style attribute when your styles depend on JavaScript variables. Conditional rendering In React, there is no special syntax for writing conditions. Instead, you’ll use the same techniques as you use when writing regular JavaScript code. For example, you can use an if statement to conditionally include JSX: let content ; if ( isLoggedIn ) { content = < AdminPanel /> ; } else { content = < LoginForm /> ; } return ( < div > { content } </ div > ) ; If you prefer more compact code, you can use the conditional ? operator. Unlike if , it works inside JSX: < div > { isLoggedIn ? ( < AdminPanel /> ) : ( < LoginForm /> ) } </ div > When you don’t need the else branch, you can also use a shorter logical && syntax : < div > { isLoggedIn && < AdminPanel /> } </ div > All of these approaches also work for conditionally specifying attributes. If you’re unfamiliar with some of this JavaScript syntax, you can start by always using if...else . Rendering lists You will rely on JavaScript features like for loop and the array map() function to render lists of components. For example, let’s say you have an array of products: const products = [ { title : 'Cabbage' , id : 1 } , { title : 'Garlic' , id : 2 } , { title : 'Apple' , id : 3 } , ] ; Inside your component, use the map() function to transform an array of products into an array of <li> items: const listItems = products . map ( product => < li key = { product . id } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; Notice how <li> has a key attribute. For each item in a list, you should pass a string or a number that uniquely identifies that item among its siblings. Usually, a key should be coming from your data, such as a database ID. React uses your keys to know what happened if you later insert, delete, or reorder the items. App.js App.js Reload Clear Fork const products = [ { title : 'Cabbage' , isFruit : false , id : 1 } , { title : 'Garlic' , isFruit : false , id : 2 } , { title : 'Apple' , isFruit : true , id : 3 } , ] ; export default function ShoppingList ( ) { const listItems = products . map ( product => < li key = { product . id } style = { { color : product . isFruit ? 'magenta' : 'darkgreen' } } > { product . title } </ li > ) ; return ( < ul > { listItems } </ ul > ) ; } Show more Responding to events You can respond to events by declaring event handler functions inside your components: function MyButton ( ) { function handleClick ( ) { alert ( 'You clicked me!' ) ; } return ( < button onClick = { handleClick } > Click me </ button > ) ; } Notice how onClick={handleClick} has no parentheses at the end! Do not call the event handler function: you only need to pass it down . React will call your event handler when the user clicks the button. Updating the screen Often, you’ll want your component to “remember” some information and display it. For example, maybe you want to count the number of times a button is clicked. To do this, add state to your component. First, import useState from React: import { useState } from 'react' ; Now you can declare a state variable inside your component: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; // ... You’ll get two things from useState : the current state ( count ), and the function that lets you update it ( setCount ). You can give them any names, but the convention is to write [something, setSomething] . The first time the button is displayed, count will be 0 because you passed 0 to useState() . When you want to change state, call setCount() and pass the new value to it. Clicking this button will increment the counter: function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } React will call your component function again. This time, count will be 1 . Then it will be 2 . And so on. If you render the same component multiple times, each will get its own state. Click each button separately: App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < button onClick = { handleClick } > Clicked { count } times </ button > ) ; } Show more Notice how each button “remembers” its own count state and doesn’t affect other buttons. Using Hooks Functions starting with use are called Hooks . useState is a built-in Hook provided by React. You can find other built-in Hooks in the API reference. You can also write your own Hooks by combining the existing ones. Hooks are more restrictive than other functions. You can only call Hooks at the top of your components (or other Hooks). If you want to use useState in a condition or a loop, extract a new component and put it there. Sharing data between components In the previous example, each MyButton had its own independent count , and when each button was clicked, only the count for the button clicked changed: Initially, each MyButton ’s count state is 0 The first MyButton updates its count to 1 However, often you’ll need components to share data and always update together . To make both MyButton components display the same count and update together, you need to move the state from the individual buttons “upwards” to the closest component containing all of them. In this example, it is MyApp : Initially, MyApp ’s count state is 0 and is passed down to both children On click, MyApp updates its count state to 1 and passes it down to both children Now when you click either button, the count in MyApp will change, which will change both of the counts in MyButton . Here’s how you can express this in code. First, move the state up from MyButton into MyApp : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update separately </ h1 > < MyButton /> < MyButton /> </ div > ) ; } function MyButton ( ) { // ... we're moving code from here ... } Then, pass the state down from MyApp to each MyButton , together with the shared click handler. You can pass information to MyButton using the JSX curly braces, just like you previously did with built-in tags like <img> : export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } The information you pass down like this is called props . Now the MyApp component contains the count state and the handleClick event handler, and passes both of them down as props to each of the buttons. Finally, change MyButton to read the props you have passed from its parent component: function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } When you click the button, the onClick handler fires. Each button’s onClick prop was set to the handleClick function inside MyApp , so the code inside of it runs. That code calls setCount(count + 1) , incrementing the count state variable. The new count value is passed as a prop to each button, so they all show the new value. This is called “lifting state up”. By moving state up, you’ve shared it between components. App.js App.js Reload Clear Fork import { useState } from 'react' ; export default function MyApp ( ) { const [ count , setCount ] = useState ( 0 ) ; function handleClick ( ) { setCount ( count + 1 ) ; } return ( < div > < h1 > Counters that update together </ h1 > < MyButton count = { count } onClick = { handleClick } /> < MyButton count = { count } onClick = { handleClick } /> </ div > ) ; } function MyButton ( { count , onClick } ) { return ( < button onClick = { onClick } > Clicked { count } times </ button > ) ; } Show more Next Steps By now, you know the basics of how to write React code! Check out the Tutorial to put them into practice and build your first mini-app with React. Next Tutorial: Tic-Tac-Toe Copyright © Meta Platforms, Inc no uwu plz uwu? Logo by @sawaratsuki1004 Learn React Quick Start Installation Describing the UI Adding Interactivity Managing State Escape Hatches API Reference React APIs React DOM APIs Community Code of Conduct Meet the Team Docs Contributors Acknowledgements More Blog React Native Privacy Terms On this page Overview Creating and nesting components Writing markup with JSX Adding styles Displaying data Conditional rendering Rendering lists Responding to events Updating the screen Using Hooks Sharing data between components Next Steps | 2026-01-13T08:48:43 |
https://docs.python.org/zh-cn/3/ | 3.14.2 Documentation 主题 自动 明亮 黑暗 下载 下载这些文档 各版文档 Python 3.15 (in development) Python 3.14 (stable) Python 3.13 (stable) Python 3.12 (security-fixes) Python 3.11 (security-fixes) Python 3.10 (security-fixes) Python 3.9 (EOL) Python 3.8 (EOL) Python 3.7 (EOL) Python 3.6 (EOL) Python 3.5 (EOL) Python 3.4 (EOL) Python 3.3 (EOL) Python 3.2 (EOL) Python 3.1 (EOL) Python 3.0 (EOL) Python 2.7 (EOL) Python 2.6 (EOL) 全部版本 其它资源 PEP Index Beginner's Guide Book List Audio/Visual Talks Python Developer’s Guide 导航 索引 模块 | Python » 3.14.2 Documentation » | 主题 自动 明亮 黑暗 | Python 3.14.2 文档 欢迎!这里是 Python 3.14.2 的官方文档。 文档章节: Python 3.14 有什么新变化? 或 自 Python 2.0 以来的全部“新变化”文档 教程 开始 Python 的语法和特性之旅 库参考 标准库与内置对象 语言参考 语法与语言元素 Python 安装与使用 各种操作系统的介绍都有 Python 指南 深入学习特定主题 安装 Python 模块 第三方模块与 PyPI.org 发布 Python 模块 发布模块供大家使用 扩展与嵌入 面向 C/C++ 的程序员 Python 的 C API C API 参考 常见问题 经常被问到的问题(答案也有!) 弃用 弃用的功能 索引、术语与搜索: 全局模块索引 所有的模块与库 主索引 所有的函数、类和术语 术语对照表 术语的解释 搜索页 在文档内搜索 完整目录 列出了所有的章节和子章节 项目信息: 报告问题 向文档提交贡献 下载本文档 Python 的历史与许可证 版权 关于本文档 下载 下载这些文档 各版文档 Python 3.15 (in development) Python 3.14 (stable) Python 3.13 (stable) Python 3.12 (security-fixes) Python 3.11 (security-fixes) Python 3.10 (security-fixes) Python 3.9 (EOL) Python 3.8 (EOL) Python 3.7 (EOL) Python 3.6 (EOL) Python 3.5 (EOL) Python 3.4 (EOL) Python 3.3 (EOL) Python 3.2 (EOL) Python 3.1 (EOL) Python 3.0 (EOL) Python 2.7 (EOL) Python 2.6 (EOL) 全部版本 其它资源 PEP Index Beginner's Guide Book List Audio/Visual Talks Python Developer’s Guide « 导航 索引 模块 | Python » 3.14.2 Documentation » | 主题 自动 明亮 黑暗 | © 版权 2001 Python Software Foundation. 本页面采用 Python 软件基金会许可证第 2 版授权。 文档中的示例、代码片段及其他代码内容额外采用零条款 BSD 许可证授权。 更多信息请参阅《 历史与许可 》。 Python 软件基金会是一家非营利性公司。 请进行捐赠。 最后更新于1月 13, 2026 (07:40 UTC) 。 发现了错误 ? 使用 Sphinx 8.2.3 创建。 | 2026-01-13T08:48:43 |
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https://futurefrontend.com/ | Future Frontend Future Frontend Speakers Schedule Workshops Meetup Blog Join Slack Buy tickets Future Frontend A single track conference examining current trends in frontend development bringing together bright minds curious about what is to come. Read more about the plans for 2026. Conference 8-9.6.26 Workshops 10-12.6.26 Location Dipoli, Espoo, Finland Buy tickets Quality over quantity 🔗 Historically our events have been small (up to 300 people for React Finland) and we tend favor quality over quantity in both terms of content and attendees. Our single track format, ample breaks, and additional program allow you to gain understanding of what is going in the field while gaining new acquaintances, or even friends. Who is coming to the conference 🔗 Future Frontend attracts senior level developers and designers. Roughly half of our attendees are local while the rest join us from abroad making Future Frontend and international conference with a Finnish twist. Although some of the topics might be heavy, our approach is light and atmosphere relaxed. If you are coming from abroad, it is not uncommon to combine the trip with a bit of sightseeing or a trip to a cottage as it is likely the best time to visit Finland as it is reasonably warm and you will miss some of the mosquitoes. Atmosphere of Future Frontend 🔗 To get some idea of the atmosphere of our conference, watch the mood video below. See also years 2024 and 2023 . Conference format 🔗 One of the aspects that makes Future Frontend unique in its category is the format we use for the event. Over the two days of the event, we run eight themed sessions with two speakers although occasional exceptions are allowed. Each session gets a 1.5 hour slot and usually this means two talks and a panel on the topic. This means there's enough time to get into detail and to address your questions. Beyond this, we have made sure you have enough time to recharge during breaks as for some people the hallway track is the best part of the conference as you get to meet other developers. On top of this, we take care to organize more unofficial program after conference days with our partners. In 2025, we went to sauna for example. A quote from 2023 attendee puts it well what the conference is all about: It was great, I enjoyed it so much. Helsinki was awesome. I realized that I live in bubble doing always the same apps and that there are also other use-cases and approaches. - Marek Themes for 2026 🔗 The themes for 2026 are yet to be decided although you can expect a mixture of technical and softer topics. Venue 🔗 The conference is held at Dipoli, the main building of Aalto University. It is convenient to reach the venue from Helsinki using public transport and there are good accommodation options nearby. Address: Dipoli - Otakaari 24, 02150 Espoo, Finland Earlier conferences 🔗 To get a better idea of our events, see the archives for 2023 , 2024 , and 2025 . All speakers Speakers Pasi Sillanpää Joe Macleod Anastasiia Zvenigorodskaia Laura Snellman-Junna Daniel Yuschick Ramona Schwering Georgios Diamantopoulos Una Kravets Tony Ennis Federico Fregosi Matthew Mamonov Juho Vepsäläinen Alex Booker Tony Kovanen Rachel-Lee Nabors Workshop instructors Ohans Emmanuel MCs Henrik Rinne Tuuli Tiilikainen Buy tickets Subscribe to the mailing list Become a sponsor All sponsors 🔗 Epic sponsors 🔗 Become a sponsor Tech sponsors 🔗 Become a sponsor Brand sponsors 🔗 Become a sponsor Partners 🔗 Organizers Contact Privacy policy Code of conduct For attendees For sponsors For speakers Meetup Future Frontend on X Future Frontend on Bluesky Youtube Photo gallery Site source 2023 2024 2025 | 2026-01-13T08:48:43 |
https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#managing-statuses | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. The following rules apply: New Categories cannot be created Each Category must contain at least one Status The last remaining Status in a Category cannot be deleted Status labels and ordering within a Category can be modified Permissions for Status Changes Permission Rules When permissions are enabled: Statuses in the Development and Live Categories can be applied by any user with access to the Project Statuses in the Completed and Archived Categories can only be applied by users with the Publisher permission Only Publishers can create, and modify Feature Statuses in the Project Settings Edit this page Last updated on Jan 9, 2026 Previous EdgeDB (Stored Custom Properties) Next Stale Feature Notifications Statuses Status Categories Development Live Completed Archived Changing Status Moving a Feature to Completed Reverting to Development or Live Viewing Features by Status (Kanban View) Managing Statuses Project Settings Permissions for Status Changes DevCycle Dashboard Blog Privacy Policy Twitter Discord GitHub Copyright © 2026 DevCycle. All rights reserved. | 2026-01-13T08:48:43 |
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https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#development | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. The following rules apply: New Categories cannot be created Each Category must contain at least one Status The last remaining Status in a Category cannot be deleted Status labels and ordering within a Category can be modified Permissions for Status Changes Permission Rules When permissions are enabled: Statuses in the Development and Live Categories can be applied by any user with access to the Project Statuses in the Completed and Archived Categories can only be applied by users with the Publisher permission Only Publishers can create, and modify Feature Statuses in the Project Settings Edit this page Last updated on Jan 9, 2026 Previous EdgeDB (Stored Custom Properties) Next Stale Feature Notifications Statuses Status Categories Development Live Completed Archived Changing Status Moving a Feature to Completed Reverting to Development or Live Viewing Features by Status (Kanban View) Managing Statuses Project Settings Permissions for Status Changes DevCycle Dashboard Blog Privacy Policy Twitter Discord GitHub Copyright © 2026 DevCycle. All rights reserved. | 2026-01-13T08:48:43 |
https://support.google.com/chrome/answer/14114868?hl=en&ref_topic=7438325 | Learn about on-device site data in Chrome - Computer - Google Chrome Help Skip to main content Google Chrome Help Sign in Google Help Help Center Community Google Chrome Privacy Policy Terms of Service Submit feedback Send feedback on... This help content & information General Help Center experience Next Help Center Community Google Chrome Learn about on-device site data in Chrome You can allow websites to temporarily save data on your device to make your experience on their website better. This is called “on-device site data,” and when turned on, it helps websites do things like keep your shopping cart active when you leave. You can choose how a website saves data on your device: Allow sites to save data on your device: Sites are more likely to work as you expect. Delete data sites have saved to your device when you close all windows: Sites will probably work as you expect but are less likely to remember you from one visit to the next. Don’t allow sites to save data on your device (not recommended): Sites may not work as you expect. Choose this option if you don’t want to leave information on your device about sites you visit. Set on-device site data on your device On your computer, open Chrome. At the top right, click More Settings . Click Privacy and security Site settings . Click Additional content settings On-device site data . Select a default behavior. Related resources Delete, allow and manage cookies in Chrome Change site settings permissions Manage your ad privacy in Chrome Was this helpful? How can we improve it? Yes No Submit Computer Android More Need more help? Try these next steps: Post to the help community Get answers from community members true Help 1 of 7 Delete browsing data in Chrome 2 of 7 Export your data from Chrome 3 of 7 Check or delete your Chrome browsing history 4 of 7 Delete, allow, and manage cookies in Chrome 5 of 7 Manage passwords in Chrome 6 of 7 Reset Chrome settings to default 7 of 7 Learn about on-device site data in Chrome ©2026 Google Privacy Policy Terms of Service Language Afrikaans‎ català‎ dansk‎ Deutsch‎ eesti‎ English (United Kingdom)‎ español‎ español (Latinoamérica)‎ Filipino‎ français‎ hrvatski‎ Indonesia‎ isiZulu‎ italiano‎ Kiswahili‎ latviešu‎ lietuvių‎ magyar‎ Melayu‎ Nederlands‎ norsk‎ polski‎ português‎ português (Brasil)‎ română‎ slovenčina‎ slovenščina‎ suomi‎ svenska‎ Tiếng Việt‎ Türkçe‎ čeština‎ Ελληνικά‎ български‎ русский‎ српски‎ українська‎ ‏ עברית ‏ العربية ‏ فارسی मराठी‎ हिन्दी‎ తెలుగు‎ ไทย‎ አማርኛ‎ 中文(简体)‎ 中文(繁體)‎ 日本語‎ 한국어‎ English‎ Enable Dark Mode Send feedback on... 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https://www.pocketgamer.com/blueys-quest-for-the-gold-pen/android-launch/ | Bluey’s Quest for the Gold Pen brings the iconic character to Android as it launches worldwide on Google Play | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search News Bluey’s Quest for the Gold Pen brings the iconic character to Android as it launches worldwide on Google Play The new Bluey adventure turns family imagination into a hand-drawn quest By Tanish Botadkar | Jan 13 iOS + Android | Bluey's Quest for The Gold Pen Twitter Facebook Reddit New adventure written by Bluey creator Joe Brumm Explore hand-drawn worlds inspired by the Dragon and Escape episodes Gentle puzzles and storytelling designed for the whole family If you’ve ever watched an episode of Bluey and thought, “Yes, I would absolutely follow this logic into a full fantasy quest,” then this one’s for you. After its iOS launch last month , Bluey’s Quest for the Gold Pen is now available worldwide on Android, turning the show’s familiar mix of imagination and warmth into a proper adventure you can actually play. It’s written by Joe Brumm, the creator of Bluey himself, which goes a long way toward explaining why it feels so authentically Bluey rather than a quick spin-off cash-in. The setup is delightfully low stakes. Bluey’s happily drawing when Dad nicks the Gold Pen she absolutely needs, so naturally this spirals into a full-blown quest across strange lands dreamed up by the family. Mum becomes the architect of distant worlds, Dad declares himself King Goldie Horns (complete with bike), and Bingo leans fully into her honk-happy alter ego as Bingooose. Gameplay leans into exploration and gentle problem-solving rather than anything punishing. You’ll wander through hand-drawn environments inspired by episodes like Dragon and Escape, solving difficult puzzles, helping lost critters, and uncovering little secrets tucked away in each area. Subscribe to Pocket Gamer on Visually, it’s very on-brand. The art style mirrors the show beautifully, with snowy mountains, sunny beaches, lush forests, and unmistakably Australian scenery all brought to life with care. Add in the original voice cast and a new soundtrack created alongside Ludo Studio and BBC Studios, and it feels like an interactive episode stretched into a full-fledged mobile game. Given that it’s developed by Halfbrick Studios, who’ve already given us Fruit Ninja and Jetpack Joyride, expect this new adventure to be a fun one too. It’s accessible enough for younger players, but there’s plenty here for parents who might “accidentally” keep playing after the kids have wandered off. And if this kind of story-led wandering is your thing, check out our list of the top adventure games on Android! Download now! Bluey's Quest for The Gold Pen Tanish Botadkar LinkedIn Tanish is a freelance writer who's an absolute Marvel nerd. If he's not writing, he's probably rewatching anything related to Marvel so that he can spam his friends with theories. And if not that, he can be found gaming on his trusty PS4. While gaming is a passion for him, he also loves science and hopes to become a neuroscientist one day. Next Up : Footy Dash is a new take on the beautiful game from the developer behind Pizza Hero Related Bluey's Quest for The Gold Pen launches on iOS with plenty of hand-drawn adventures for the whole family iOS + Android 5 new mobile games to try this week - December 11th, 2025 iOS + Android Footy Dash is a new take on the beautiful game from the developer behind Pizza Hero iOS Pokémon Go heads to the land down under for the Australian Open 2026 iOS + Android Puzzle & Dragons hits a whopping 16 million downloads in North America iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://porkbun.com/products/quickconnect | porkbun.com | Discontinued Service - Quick Connect Toggle navigation porkbun $0.00 (0) products Domains Transfers Local Marketplace Local Auctions 3rd Party Aftermarket Web Hosting All Web Hosting Options Easy WordPress Link In Bio Articulation Sitebuilder Cloud WordPress Shared cPanel Hosting Static Hosting Website Builder Easy PHP Email Hosting All Email Hosting Options Proton Mail Porkbun Email Free Email Forwarding Marketing Tools Textla - SMS Marketing Free WHOIS Privacy Free SSL Certificates Free URL Forwarding transfer Free WordPress SALE! .COM SALE! About --> About Who We Are Why Choose Porkbun Porkbun vs Cloudflare FAQs Resources Knowledge Base Porkbun Blog Service Status Help $0.00 (0) sign in Service Discontinued We're sorry to say that the Quick Connect service has been discontinued. We're actually not that sorry because it was sort of abandoned and never updated. The functionality now exists in the DNS Management console for your domains. We've even added more services that can be quickly configured with the click of a button! Look for the "Quick DNS Config" section, as shown below, when managing the DNS for your domain. If you have any questions please feel free to contact support. × Modal Title Close Close × Modal Title Close porkbun Porkbun is an amazingly awesome ICANN accredited domain name registrar based out of the Pacific Northwest. We're different, we're easy, and we're affordable. Use us, you won't be sorry. If you don't use us we'll be sad, but we'll still love you. Get Pork-Puns In Your Inbox Stay in the loop on all things Porkbun by signing up for our newsletter! 21370 SW Langer Farms Parkway, Suite 142-429 Sherwood, OR 97140, US If you're looking for support, you might be able to answer your own question using our Knowledge Base . Support Hours Impacted From January 3rd to January 11th we will be holding our annual company summit which will impact live and after hours support. Our goal is to provide you with an excellent domain registration experience and support and we all appreciate your patience as the whole company works together to make Porkbun even better. Thank you. Reach our USA-Based phone support team: 1.855.PORKBUN (1.855.767.5286) 9AM - 5PM Pacific Time Other Hours: Your mileage may vary, but give it a whirl support@porkbun.com 24 / 7 Email Support Chat Support Hours Vary Your browser does not support the audio element. This plays a little Porkbun jingle. Stay up to date with Porkbun. Sign up for our cool newsletter and we'll keep you up to date with sweet deals, amazing info, and maybe even the occasional limerick or sonnet. Sign Up Products Domain Names Greatest Deals Local Marketplace Local Auctions 3rd Party Aftermarket Web Hosting Link In Bio Articulation Sitebuilder Cloud WordPress cPanel Hosting Static Hosting Easy PHP Website Builder Email Hosting WHOIS Privacy DNS Management SSL Certificates Email Forwarding URL Forwarding Quick Connect Domain Transfer Affiliate Program Handshake Names Ethereum Name Service International Domain Names API Access Support Contact Us Knowledge Base Payment Options Report Abuse Tools Domain Search Domain Suggestion Generator RDAP (WHOIS) Password Generator Service Status Don't like our name? The Buniverse Your IP Address Online DNS Lookup Our Company About Us Our Official Blog Careers Branding Guidelines Policies and Legal Privacy Policy Data Disclosure Policy Bug Bounty Program Porkbun Merchandise Awesomeness Copyright © Porkbun LLC. All rights reserved. Porkbun is a Top Level Design Company Made in the USA 🇺🇸 This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. WARNING: This site has been known to cause a mind blowing experience. We recommend you prepare yourself mentally and if possible be sitting down. Side effects may include saving money, letting out a chuckle, and sporadic oinking. 1 × Modal Title Cancel Continue | 2026-01-13T08:48:43 |
https://porkbun.com/transfer | porkbun.com | Domain Transfer Toggle navigation porkbun $0.00 (0) products Domains Transfers Local Marketplace Local Auctions 3rd Party Aftermarket Web Hosting All Web Hosting Options Easy WordPress Link In Bio Articulation Sitebuilder Cloud WordPress Shared cPanel Hosting Static Hosting Website Builder Easy PHP Email Hosting All Email Hosting Options Proton Mail Porkbun Email Free Email Forwarding Marketing Tools Textla - SMS Marketing Free WHOIS Privacy Free SSL Certificates Free URL Forwarding transfer Free WordPress SALE! .COM SALE! About --> About Who We Are Why Choose Porkbun Porkbun vs Cloudflare FAQs Resources Knowledge Base Porkbun Blog Service Status Help $0.00 (0) sign in Transfer Your Domain to Porkbun Your domain deserves a better home :) Domain Name Auth Code Submit * One domain per line. * Separate domain and authcode with a space or tab. * You can submit up to 500 domains at a time. Example: domain1.tld authcode domain2.tld authcode Submit Transfer List Domain Language Auth Code Remove Additional Options - in beta This functionality is currently in beta but should work. Please make sure everything went according to plan after the domains transfer in. Do NOT automatically turn on WHOIS privacy or data redaction after domains transfer. Please note that the registry will probably still redact your data. Do NOT automatically enable auto renewal after domains transfer. Add Transfers to Cart Show Bulk Entry Form Show Single Entry Form Prepare Your Domain For Transfer Okay, first things first, if you've never transferred a domain before you may want to read our knowledge base article on the subject: How to Transfer a Domain to Porkbun From Any Registrar . We also have articles on how to transfer a domain from specific registrars likes GoDaddy: Other Articles on how to Transfer a Domain . Check Timing Make sure your domain has been registered with the current registrar for at least 60 days. Some less honorable registrars might also impose a 60 day lock after the change of registrant, although they may allow you to opt out of this. Email Access Make sure that you have access to the registrant and / or administrative email address for the domain. In some situations we may send a domain transfer authorization email to this address. Unlock It Make sure the domain is unlocked at your current registrar. Different registrars might use different names for this such as "security lock," "domain lock," "transfer lock," etc. If it is locked, it will delay the domain transfer. Get Auth Code You will need a domain transfer authorization code from your current registrar. They might call it the "authorization code," "transfer code," "auth code," or some other name. They are required to give you this code to allow you to transfer a domain away. What to Expect when You're Expecting... a Domain Transfer Check Your Email Your current registrar and / or us may send you an email. It's important to confirm and accept the domain transfer. Waiting Game The complete process can take less than a day and not generally more than eight days. Domain Transfer Success Once the domain transfer is complete, it will be added to your Porkbun account and we'll send you an email letting you know. Nameservers The domain's nameservers will remain the same as they were with your previous registrar. If you're using your registrar's nameservers, be aware that some will immediately disable DNS and therefore break any websites, email hosting, and other services attached to it. Contact Information The domain's contact info will generally remain the same as at your old registrar. If we are unable to properly query your current registrar's WHOIS server we may set the contacts to the defaults in your account. Pricing and Renewal Looking for domain transfer pricing? Check out our domain pricing page . All transfers of gTLD domain names include a one year renewal of the domain unless the domain is inside the auto renew grace period. Country code TLDs can be wonky, see below. Warnings, Exceptions, and other Wonkiness Some Registrars Will Break Your Domain If you are using your current registrar's nameservers, some will disable your DNS after transferring a domain so you may need to preconfigure DNS on our side first. To do so, please read the knowledge base article " How to transfer a domain to Porkbun with little to no DNS downtime ." If you are using third party nameservers not offered through your registrar you should be fine. No Renewal For You A lot of country code TLDs (ccTLDs) play by their own rules. The following TLDs do not offer a free renewal as part of a domain transfer: .cv, .id.au, .au, .uk, .co.uk, .org.uk, .me.uk, .de, .cx, .ph, .com.ph, .net.ph, .org.ph. These TLD's Make No Sense Other country codes are straight up weird and will delete any amount of registration term over one year. These TLDs only carry over a maximum of one years' worth of registration: .nl, .de. .UK Is Special Domains in the .uk family do things their own way and have a special domain transfer process. Read more info about how to transfer in a domain from the .uk family . You're In Good Hooves We are the highest-rated domain name registrar on Trustpilot, as reviewed by real customers. Trustpilot × Modal Title Close Close × Modal Title Close porkbun Porkbun is an amazingly awesome ICANN accredited domain name registrar based out of the Pacific Northwest. We're different, we're easy, and we're affordable. Use us, you won't be sorry. If you don't use us we'll be sad, but we'll still love you. 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https://docs.suprsend.com/docs/in-app-inbox-template#form-fields-description | In-App Inbox Template - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection GETTING STARTED What is SuprSend? Quick Start Guide Best Practices Plan Your Integration Go-live checklist CORE CONCEPTS Templates Design Template Channel Editors Email Template In-App Inbox Template SMS Template Whatsapp Template Android Push Template iOS Push Template Web Push Template Slack Template Microsoft teams Template Testing the Template Handlebars Helpers Internationalization Users Events Workflow Notification Categories Preferences Tenants Lists Broadcast Objects Translations DLT Guidelines Whatsapp Template Guidelines WORKFLOW BUILDER Design Workflow Node List Workflow Settings Trigger Workflow Validate Trigger Payload Tenant Workflows Notification Inbox Overview Multi Tabs React Javascript (Angular, Vuejs etc) React Native Flutter (Headless) PREFERENCE CENTRE Embedded Preference Centre Javascript Angular React VENDOR INTEGRATION GUIDE Overview Email Integrations SMS Integrations Android Push Whatsapp Integrations iOS Push Chat Integrations Vendor Fallback Tenant Vendor INTEGRATIONS Webhook Connectors MONITORING & DEBUGGING Logs Audit Logs Error Guides MANAGE YOUR ACCOUNT Authentication Methods Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Channel Editors In-App Inbox Template Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Channel Editors In-App Inbox Template OpenAI Open in ChatGPT How to design Inbox template with customisation options like action buttons, tags, pinning, and expiry. OpenAI Open in ChatGPT In-App Inbox notification template, you can add header, body, buttons, avatar and card click action and other advanced configurations like pinning, expiry, tags to customize the view and behaviour of Inbox notification. Designing Template Designing template inside SuprSend is quite intuitive with WYSWYG editors for all channels. We use handlebars as the templating language. You can add variable in the template as {{var}} . We also support handlebars helpers for handling complex template use case like adding if-else condition, showing a default value when variable is absent or handling complex arrays. To create a template, go to SuprSend dashboard -> templates tab and enable Inbox channel. Form fields description Field Type Description Header Single line text field Heading of the message shown in bold at the top of the content. Use it to show the summary of your message like New comment received , Your story has got 30 views Text Multi-line text field Body of your message. This is where the message content will be shown. We support markdown syntax in body field to add links, blockquotes, showing some content in bold etc. All supported markdown syntax in text field are mentioned here. Avatar image public URL in .jpeg , .png format This can be used to show image of the actor as LinkedIn or some static images based on the type of message as used in HubSpot. Subtext Single line text field Subtext is like the footer of your content. It is clickable, so you can use it to show subtle information like in LinkedIn, you would see number of comments and likes in subtext or Jira uses it to show the task’s card number. Action URL http / https URL This is the URL user will be redirected on card click. You can select Open in new tab if you want the link to open in a new tab. Action buttons text - URL pair You can add up to 2 buttons in your template. Buttons can be used to redirect users to a link or perform any inline actions like opening a modal or calling an internal function like Approve button to internally approve the request. Refer Custom click handler to customize click action on a button. You can select Open in new tab if you want the button link to open in a new tab. Supported markdown syntax in text field We support headings , bold , Italic , Blockquotes , Nested Blockquotes , links and code . In-App inbox - advanced configurations (Optional) Tags You can add tags to filter and organize notifications inside multiple tabs . Other than tags, you can filter out tabs based on notification category or notification read status. e.g., show all unread notifications with mentions tag inside Mentions tab. Tags in Inbox template vs Tags in Workflow : Tags added in the Inbox template are used to filter notifications in inbox tabs. Tags in workflow are only used to group or filter similar workflows on the workflow listing page and do not affect inbox filtering. To filter notifications in tabs, you must add tags in the Inbox template and then reference them in your inbox configuration using tags: "your_tag" in the query. Inbox with tabs - All, mentions and replies Pin notification Pinned notifications are shown with a pinned tag on top in your notification list. Enable the switch to pin the notification. You can use this to send critical alerts where you want user to complete some critical action within your platform like finish compliance or renew plan or some limited time offer. Expiry Setting expiry will auto archive the notification when the expiry period is reached. You can use it to send notifications which are relevant till a particular timestamp like limited time offers or reminder to join an upcoming event or set a fixed expiry to all notifications, in general to keep user’s Inbox clean. You can either set fixed or dynamic expiry. Dynamic expiry are computed using data in your event or user properties and can vary for each user. An example of dynamic expiry could be reminder notifications of some upcoming event. You can also show expiry timer on the notification to drive action urgency. Fixed expiry Fixed expiry can be a relative time, like - **d **h **m **s or an absolute timestamp, like 2024-04-01 2:00 pm . Absolute timestamp added in form takes the time in your local timezone. Dynamic expiry In case of dynamic expiry, expiry is computed using the data from your event or user properties. You can add dynamic expiry as handlebars variable, like {{expiry_time}} . Your duration key variable can be computed to either: An ISO-8601 timestamp (e.g. 2024-03-02T20:34:07Z) which must be a datetime in the future, or A relative duration unit, which can be an integer like 50 , considered as duration in seconds. an interval string defined as **d **h **m **s , where d = day, h = hour, m = minutes and s = seconds Show expiry timer Enable it to show expiry timer on your Inbox notification. This helps to drive action urgency. The expiry timer shows in a grey background if the time left is greater than 1 hour and goes red when the difference goes below 1 hour so as to draw user’s attention when the expiry time is near. Expiry timer with different expiry left Adding dynamic content in the template There will always be the case where you would require to add dynamic content to a template, so as to personalise it for your users. To achieve this, you can add variables in the template, which will be replaced with the dynamic content at the time of sending the message. You’ll need to pass these while triggering the communication from one of our frontend or backend SDKs. Here is a step-by-step guide on how to add dynamic content in Inbox: 1 Declaring Variables in the global 'Mock data' button If you are at this stage, it is assumed that you have declared the variables along with sample values in the global Mock data button. To see how to declare variables before using them in designing templates,refer to this section in the Templates documentation . 2 Using variables in the templates Once the variables are declared, you can use them while designing the android push template. We support handlebarsjs to add variables in the template. As a general rule, all the variables have to be entered within double curly brackets: {{variable_name}} If you have declared the variables in the global ‘Mock data’ button, then they will come as auto-suggestions when you type a curly bracket { . This will remove the chances of errors like variable mismatch at the time of template rendering. Note that you will be able to enter a variable name even when you have not declared it inside the Variables button. To manually enter the variable name, follow the handlerbarsjs guide here . Below is an example of how to enter variables in the template design. For illustration, we are using the same sample variable names that we declared in the Templates section: json Copy Ask AI { "array" : [ { "product_name" : "Aldo Sling Bag" , "product_price" : "3,950.00" }, { "product_name" : "Clarles & Keith Women Slipper, Biege, 38UK" , "product_price" : "2,549.00" }, { "product_name" : "RayBan Sunglasses" , "product_price" : "7,899.00" } ], "event" : { "location" : { "city" : "Bangalore" , "state" : "KA" }, "order_id" : "11200123" , "first_name" : "Nikita" }, "product_page" : "https://www.suprsend.com" } 1 Enter a nested variable To enter a nested variable, enter in the format {{var1.var2.var3}} . e.g. to refer to city in the example above, you need to enter {{event.location.city}} 2 Refer to an array element To refer to an array element, enter in format {{var1.[*index*].var2}}. e.g. to refer to product_name of the first element of the array array, enter {{array.[0].product_name}}` 3 In case of a space inside your variable name: Enclose your variable name in square bracket as shown here: {{event.[first name]}} You will be able to see the sample values in the Preview section, as well as in the Live version when you publish a draft. If you cannot see your variable being rendered with the sample value, check one of the following: Make sure you have entered the variable name and the sample value in the Variables button. Make sure you have entered the correct variable name in the template, as per the handlebarsjs guideline. What happens if there is variable mismatch at the time of sending? At the time of sending communication, if there is a variable present in the template whose value is not rendered due to mismatch or missing, SuprSend will simply discard the template and not send that particular notification to your user. Please note that the rest of the templates will be sent. e.g. if there is an error in rendering Android Push template, but email template is successfully rendered, Android Push notification will not be triggered, but email notification will be triggered by SuprSend. Best Practices - notification design Here’s a breakdown of which form fields to use for different types of notifications: Tags act as filters to create Inbox tabs, a useful way to organize notifications. For instance, LinkedIn uses tabs to separate mentions and reactions to your posts in distinct tabs. You can use tabs to differentiate regular updates from more relevant ones. A generic example of tabs for a SAAS application could be All, Product releases and Upcoming events . Learn how to implement tabs in notification here . Expiry : It’s a good practice to add expiry of 15 days or more to all notifications except long lived notifications to maintain clean user inbox. A shorter expiry duration can be set for notifications valid for a limited time, such as webinars and upcoming events. You can also show expiry timer to prompt action urgency. For instance, when you need users to respond to feedback within three days or for events with impending registration closures. The color change of the expiry timer based on remaining time is an effective way to convey urgency. 📘 Avoid adding expiry to long-lived notifications that users might want to reference later, like product updates or blog posts. Pinning is used for notifications that should always show on top until user reads it or completes related action. Examples include compliance-related actions, system updates, or urgent releases requiring app version update. Always combine it with expiry otherwise the notification will always be pinned in user’s inbox until they archive it. Was this page helpful? Yes No Suggest edits Raise issue Previous SMS Template How to design and publish SMS template. Next ⌘ I x github linkedin youtube Powered by On this page Designing Template Form fields description Supported markdown syntax in text field In-App inbox - advanced configurations (Optional) Tags Pin notification Expiry Fixed expiry Dynamic expiry Show expiry timer Adding dynamic content in the template Best Practices - notification design | 2026-01-13T08:48:43 |
https://calebporzio.com/video-building-vue-select-select2-in-livewire | Fun Building A UI Component From Scratch With Livewire | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Fun Building A UI Component From Scratch With Livewire Mar 2019 Lately, working with Livewire has given me the same kind of joy I had when I first discovered VueJs. I feel like it unlocks so many possibilities. Today, I decided to share this joy with you all. I just hit record and built a search/select dropdown UI component (like vue-select or select2). I was pretty surprised how easy it was to accomplish this kind of thing, and I think it's a totally viable alternative to wrestling with JS plugins. I had a bunch of fun doing it, enjoy! Note: This is OLD content. Some of what I demo may no longer be available in the framework. The docs are the source of truth for the project: https://livewire-framework.com/docs/quickstart/ My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://docs.suprsend.com/docs/java-trigger-workflow-from-api | Trigger Workflow from API - SuprSend, Notification infrastructure for Product teams Skip to main content SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Community Trust Center Platform Status Postman Collection Developer Resources Overview Updates and Versioning Versioning and Support Policy SDK Changelog Authentication API Keys and Secrets Service Token Best Practices for Key & Token Management MCP Overview BETA Quickstart Tool List Building with LLMs Security Security SDKs and APIs SDKs SDK Overview SuprSend Backend SDK Python SDK Node.js SDK Java SDK Integrate Java SDK Manage Users Objects Send and Track Events Trigger Workflow from API Tenants Lists Broadcast Go SDK SuprSend Client SDK Management API REST API Postman Collection Features Validate Trigger Payload Type Safety Testing Testing the Template Test Mode Monitoring and Logging Logs Data Out Contact Us Get Started SuprSend, Notification infrastructure for Product teams home page Search... ⌘ K Ask AI Contact Us Get Started Get Started Search... Navigation Java SDK Trigger Workflow from API Documentation API Reference Management API CLI Reference Developer Resources Changelog Documentation API Reference Management API CLI Reference Developer Resources Changelog Java SDK Trigger Workflow from API OpenAI Open in ChatGPT Learn how to trigger workflows using direct workflow API, with code snippets and examples. OpenAI Open in ChatGPT It is a unified API to trigger workflow and doesn’t require user creation before hand to trigger notification. Recommended for platforms transitioning their existing notifications to SuprSend. If you are using our frontend SDKs to configure notifications and passing events and user properties from third-party data platforms like Segment, then event-based trigger would be a better choice. 📘 Available in SDK version >= v0.7.0 Sample Payload Once your request is accepted, you can check the status of your request in the SuprSend Logs . Workflow.java Helper.java Response Copy Ask AI package test; import java.io.IOException; import java.io.UnsupportedEncodingException; import java.util.Arrays; import org.json.JSONArray; import org.json.JSONObject; import suprsend.Suprsend; import suprsend.SuprsendException; import suprsend.WorkflowTriggerRequest; public class Workflow { public static void main ( String [] args ) throws Exception { WorkflowTrigger (); } private static void WorkflowTrigger () throws SuprsendException , UnsupportedEncodingException { Suprsend suprClient = Helper . getClientInstance (); // payload JSONObject body = getWorkflowBody (); String idempotencyKey = "_unique_request_identifier" ; String tenantId = "tenant_id1" ; WorkflowTriggerRequest wf = new WorkflowTriggerRequest (body, idempotencyKey, tenantId); // JSONObject resp = suprClient . workflows . trigger (wf); System . out . println (resp); } private static JSONObject getWorkflowBody () { JSONObject body = new JSONObject () . put ( "workflow" , "__workflow_slug__" ) . put ( "actor" , new JSONObject () . put ( "distinct_id" , "0fxxx8f74-xxxx-41c5-8752-xxxcb6911fb08" ) . put ( "name" , "actor_1" ) . put ( "$skip_create" , true ) ) . put ( "recipients" , new JSONArray () // notify user . put ( new JSONObject () . put ( "distinct_id" , "0gxxx9f14-xxxx-23c5-1902-xxxcb6912ab09" ) . put ( "$email" , Arrays . asList ( " [email protected] " )) . put ( "name" , "recipient_1" ) . put ( "$preferred_language" , "en" ) . put ( "$timezone" , "America/New_York" ) . put ( "$skip_create" , true ) ) // notify object . put ( new JSONObject () . put ( "object_type" , "teams" ) . put ( "id" , "finance" ) . put ( "$skip_create" , true ) ) ) . put ( "data" , new JSONObject () . put ( "first_name" , "User" ) . put ( "invoice_amount" , "$5000" ) . put ( "invoice_id" , "Invoice-1234" ) ); return body; } } To prevent automatic creation of an actor, or recipient (user/object) in SuprSend (the case where they already exist in your system), you can use the "$skip_create": true flag. This can be applied inside the actor, individual user recipient objects, or object recipient objects. Property Type Description workflow string Slug of designed workflow on SuprSend dashboard. You’ll get the slug from workflow settings. recipients array of string / array of objects List of users who need to be notified. You can add up to 100 recipients in a workflow trigger. You can either pass recipients as an array of distinct_id (if the user is pre-synced in SuprSend database) or define recipient information inline . actor (Optional) string / object Includes distinct_id and properties of the user who performed the action. You can use it for cross-user notifications , where you need to include actor properties in the notification template. Actor properties can be added as $actor.<prop> . data object Variable data required to render dynamic template content or workflow properties such as dynamic delay or channel override in send node. tenant_id (Optional) string Trigger workflow for a specific tenant/brand. idempotency_key (Optional) string Unique identifier of the request. We’ll be returning idempotency_key in our outbound webhook response . You can use it to map notification statuses and replies in your system. recipients\[].$timezone string Sets the recipient’s timezone. Used to send notifications in the user’s local timezone. You can pass the timezone in IANA (TZ identifier) format. recipients\[].$preferred_language string Sets the recipient’s preferred language. This supports localization in notification content. You can pass the language in ISO 639-1 2-letter format. Refer to all language codes here . Sending notification to multiple users Recipients in workflow call is an array of distinct_ids or recipient objects. You can pass up to 100 recipients in a single workflow trigger. SuprSend will internally convert it into multiple workflow triggers, one for each recipient in the array. Request Copy Ask AI JSONObject body = new JSONObject () . put ( "recipients" , Arrays . asList ( "id1" , "id2" )) // ---- OR ------ JSONObject body = new JSONObject () . put ( "recipients" , new JSONArray () . put ( new JSONObject () . put ( "distinct_id" , "id1" ) . put ( "$email" , Arrays . asList ( " [email protected] " )) . put ( "name" , "recipient_1" )) . put ( new JSONObject () . put ( "distinct_id" , "id2" ) . put ( "$email" , Arrays . asList ( " [email protected] " )) . put ( "name" , "recipient_2" )) ) Use lists to broadcast to a large list of users: We recommend you to use lists and broadcast to send notifications to a user list larger than 1000 users. This approach allows bulk processing, resulting in significantly faster delivery compared to individual workflow calls. Sending individual workflows to a large set of users may introduce delays in your notification queue. Identifying recipients inline One of the benefits of using direct workflow trigger is that you can identify recipients inline. You can include recipient channel information, their channel preferences, and their user properties along with the workflow trigger. Upon triggering the workflow, the recipient will be automatically created in the SuprSend database in the background. This facilitates dynamic synchronization of your user data within SuprSend and eliminates the need for any migration efforts on your end to start sending notifications from SuprSend. You can also use recipient properties in your template as $recipient.<property> . This is how the complete recipient object with look like Request Copy Ask AI JSONObject body = new JSONObject () . put ( "recipients" , new JSONArray () . put ( new JSONObject () . put ( "distinct_id" , "0gxxx9f14-xxxx-23c5-1902-xxxcb6912ab09" ) . put ( "$email" , Arrays . asList ( " [email protected] " )) // Email communication channel . put ( "$sms" , Arrays . asList ( "+15555555555" )) // SMS communication channel . put ( "$channels" , Arrays . asList ( "email" , "inbox" )) . put ( "$preferred_language" , "en" ) . put ( "$timezone" , "America/New_York" ) . put ( "custom_prop1" , "value_1" ) // custom property . put ( "custom_prop2" , "value_2" ) // custom property )) Property Type Description distinct_id string Unique identifier of the user to be notified. communication channels ( $email , $sms , etc.) array of string / objects The communication channels info provided will be updated to the user profile in the background. For this workflow, only channel values specified for this recipient will be used for sending notifications instead of all channel values present in the user profile. channels array of string By default, notifications will be sent to all channels defined in the workflow delivery nodes. However, if a user has a specific channel preference for a notification (e.g. they only want to receive payment reminders via email), you can include that preference in the workflow payload. This will ensure that notifications are sent only to the specified channels. Supported channels: email, sms, whatsapp, androidpush, iospush, slack, webpush, ms_teams .You can always use our in-built preference APIs to maintain user notification preferences. Preferences defined within SuprSend will automatically apply with workflow triggers. $preferred_language string Sets the recipient’s preferred language to support localization in notification content. You can pass the language in ISO 639-1 2-letter format. Refer to all language codes here . $timezone string Sets the recipient’s timezone. Used to send notifications in the user’s local timezone. You can pass the timezone in IANA (TZ identifier) format. \* object You can pass other user properties to render dynamic template content. These properties will also be set in the user profile and can be used in the template as $recipient.<property> . Communication channels of recipient Request Copy Ask AI JSONObject body = new JSONObject () . put ( "recipients" , new JSONArray () . put ( new JSONObject () . put ( "$email" , Arrays . asList ( " [email protected] " )) // Email communication channel . put ( "$sms" , Arrays . asList ( "+15555555555" )) // SMS communication channel . put ( "$whatsapp" , Arrays . asList ( "+15555555555" )) // WhatsApp communication channel . put ( "$androidpush" , new JSONObject () // androidpush communication channel . put ( "token" , "__android_push_token__" ) . put ( "provider" , "fcm" ) . put ( "device_id" , "" )) . put ( "$iospush" , new JSONObject () // iospush communication channel . put ( "token" , "__ios_push_token__" ) . put ( "provider" , "apns" ) . put ( "device_id" , "" )) . put ( "$slack" , new JSONObject () // slack using user email id . put ( "email" , " [email protected] " ) . put ( "access_token" , "xoxb-XXXXXXXX" )) . put ( "$slack" , new JSONObject () // slack using member_id . put ( "user_id" , "U/WXXXXXXXX" ) . put ( "access_token" , "xoxb-XXXXXXXX" )) . put ( "$slack" , new JSONObject () // slack channel . put ( "channel" , "CXXXXXXXX" ) . put ( "access_token" , "xoxb-XXXXXXXX" )) . put ( "$slack" , new JSONObject () // slack using incoming webhook . put ( "incoming_webhook" , new JSONObject () . put ( "url" , "https://hooks.slack.com/services/T0XXXXX/B0XXXXXX/XXXXXXX" ))) . put ( "$ms_teams" , new JSONObject () // MS teams user or channel using conversation_id . put ( "tenant_id" , "c1981ab2-9aaf-xxxx-xxxx" ) . put ( "service_url" , "https://smba.trafficmanager.net/amer" ) . put ( "conversation_id" , "19:c1524d7c-a06f-456f-8abe-xxxx" )) . put ( "$ms_teams" , new JSONObject () // MS teams using user id . put ( "tenant_id" , "c1981ab2-9aaf-xxxx-xxxx" ) . put ( "service_url" , "https://smba.trafficmanager.net/amer" ) . put ( "user_id" , "29:1nsLcmJ2RKtYH6Cxxxx-xxxx" )) . put ( "$ms_teams" , new JSONObject () // MS teams using incoming webhook . put ( "incoming_webhook" , new JSONObject () . put ( "url" , "https://wnk1z.webhook.office.com/webhookb2/XXXXXXXXX" ))) )) Sending cross-user notifications In scenarios where you need to notify a group of users based on another user’s action, such as sending a notification to the document owner when someone comments on it, you can specify the actor in your workflow call. This allows you to use actor’s name or other properties in your notification template. Actor properties can be included in the template as $actor.<property> . Sample Template API request payload Copy Ask AI //handlebar template Hi {{ $recipient . name }}, {{ $actor . name }} added {{ length comments }} new comments on the {{ doc_name }}. // rendered content with Sample Data Hi recipient_1 , actor_1 added 2 new comments on the annual IT report . Sending notification to anonymous user You can send notifications to anonymous users by passing "is_transient": true in your recipient object. This approach is recommended for scenarios where you need to send notifications to unregistered users without creating them in the SuprSend platform. The same way, you can pass "is_transient": true in your actor object to use actor properties in template without creating user profile. Request Copy Ask AI private static JSONObject getWorkflowBody () { JSONObject body = new JSONObject () . put ( "workflow" , "_workflow_slug_" ) . put ( "actor" , new JSONObject () . put ( "is_transient" , true ) // for anonymous actor . put ( "name" , "actor_1" ) ) . put ( "recipients" , new JSONArray () . put ( new JSONObject () . put ( "is_transient" , true ) // for anonymous recipient . put ( "$email" , Arrays . asList ( " [email protected] " )) . put ( "name" , "recipient_1" ) )) . put ( "data" , new JSONObject () . put ( "doc_name" , "annual IT report" ) . put ( "date" , "2024-01-01" ) . put ( "comments" , Arrays . asList ( "change the date" , "rest looks good" )) ); return body; } Multi-tenant notifications For cases where you want to send notifications to your enterprise customers end users, pass the tenant_id in your workflow instance. You can use this to dynamically manage tenant level notification customizations . This includes the ability to customize template design or content and route notifications via tenant vendors. Request Copy Ask AI private static void WorkflowTrigger () throws SuprsendException, UnsupportedEncodingException { Suprsend suprClient = Helper . getClientInstance (); // payload JSONObject body = getWorkflowBody (); String tenantId = "tenant_id1" ; WorkflowTriggerRequest wf = new WorkflowTriggerRequest (body, tenantId); // JSONObject resp = suprClient . workflows . trigger (wf); System . out . println (resp); } Idempotent requests SuprSend supports idempotency to ensure that requests can be retried safely without duplicate processing. If Suprsend receives and processes a request with an idempotency_key, it will skip processing requests with same idempotency_key for next 24 hours. Idempotency key should be uniquely generated for each request (max 255 characters allowed). Spaces in start and end of the key will be trimmed. Here are some common approaches for generating idempotency keys: Generate a random UUID for each request. Construct the idempotency key by combining relevant information about the request . This can include parameters, identifiers, or specific contextual details that are meaningful within your application. e.g., you could concatenate the user ID, action, and timestamp to form an idempotency key like user147-new-comment-1687437670 Request-specific Identifier : If your request already contains a unique identifier, such as an order ID or a job ID, you can use that identifier directly as the idempotency key. Request Copy Ask AI private static void WorkflowTrigger () throws SuprsendException, UnsupportedEncodingException { Suprsend suprClient = Helper . getClientInstance (); // payload JSONObject body = getWorkflowBody (); String idempotencyKey = "_unique_request_identifier" ; WorkflowTriggerRequest wf = new WorkflowTriggerRequest (body, idempotencyKey); // JSONObject resp = suprClient . workflows . trigger (wf); System . out . println (resp); } Bulk API for triggering multiple workflows Bulk API allows you to send multiple workflow requests in a single call. Use .append() and workflows.bulkTriggerInstance() to add however-many-records to call in bulk. Workflow.java Helper.java Response Copy Ask AI package test; import java.io.IOException; import java.io.UnsupportedEncodingException; import java.util.Arrays; import org.json.JSONArray; import org.json.JSONObject; import suprsend.BulkResponse; import suprsend.BulkWorkflowTrigger; import suprsend.Suprsend; import suprsend.SuprsendException; import suprsend.WorkflowTriggerRequest; public class Workflow { public static void main ( String [] args ) throws Exception { WorkflowBulkTrigger (); } private static void WorkflowBulkTrigger () throws SuprsendException , UnsupportedEncodingException { Suprsend suprClient = Helper . getClientInstance (); // payload of first workflow JSONObject body1 = getWorkflowBody1 (); String idempotencyKey1 = "_unique_request_identifier" ; String tenantId1 = "tenant_id1" ; WorkflowTriggerRequest wf1 = new WorkflowTriggerRequest (body1, idempotencyKey1, tenantId1); // payload for second workflow JSONObject body2 = getWorkflowBody2 (); String idempotencyKey2 = "_unique_request_identifier" ; String tenantId2 = "tenant_id1" ; WorkflowTriggerRequest wf2 = new WorkflowTriggerRequest (body2, idempotencyKey2, tenantId2); // BulkWorkflowTrigger bulkIns = suprClient . workflows . bulkTriggerInstance (); bulkIns . append (wf1,wf2); // BulkResponse resp = bulkIns . trigger (); System . out . println (resp); } private static JSONObject getWorkflowBody1 () {...} private static JSONObject getWorkflowBody2 () {...} Add attachment (in email) To add one or more attachments to a notification (viz. Email), call wf.addAttachment() for each file with local path or remote attachment url. Ensure that file path is valid, and public(for remote url) otherwise it will raise error. Request Copy Ask AI private static void WorkflowTrigger () throws SuprsendException , UnsupportedEncodingException { Suprsend suprClient = Helper . getClientInstance (); // payload JSONObject body = getWorkflowBody (); WorkflowTriggerRequest wf = new WorkflowTriggerRequest ( body ); String filePath = "https://lightning.network/lightning-network-paper.pdf" ; wf . addAttachment ( filePath , "MyFile.pdf" , true ); // JSONObject resp = suprClient . workflows . trigger ( wf ); System . out . println ( resp ); } 🚧 A single workflow instance size (including attachment) must not exceed 100KB (100 x 1024 bytes). Dynamic workflow trigger You can configure workflow from backend API by following below steps: 1 Create a json file with workflow configurations in a file named input.json Input.json Copy Ask AI // Prepare Workflow body workflow_body = { "name" : "workflow_name" , "template" : "template_slug" , "notification_category" : "notification_category" , // notification category transactional/promotional/system "delay" : "time_delay" , // time delay after which the first notification will be sent "trigger_at" : "date string in ISO 8601" , //to trigger scheduled notifications "users" : [ { "distinct_id" : "distinct_id" , // unique identifier of the user // if $channels is present, communication will be triggered on mentioned channels only. // "$channels": ["email"], // User communication channel can be added as [optional]: // "$email":[" [email protected] "], // "$whatsapp":["+15555555555"], // "$sms":["+15555555555"], // "$androidpush": [{"token": "__android_push_token__", "provider": "fcm", "device_id": ""}], // "$iospush":[{"token": "__ios_push_token__", "provider": "apns", "device_id": ""}], // "$slack": { // "email": " [email protected] ", // "access_token": "xoxb-XXXXXXXX" //} --- slack using email // "$slack": { // "user_id": "U/WXXXXXXXX", // "access_token": "xoxb-XXXXXX" //} --- slack using member_id // "$slack": { // "channel": "CXXXXXXXX", // "access_token": "xoxb-XXXXXX" //} --- slack channel // "$slack": { // "incoming_webhook": { // "url": "https://hooks.slack.com/services/TXXXX/BXXXX/XXXXXXX" // } //} --- slack incoming webhook } ], // delivery instruction [optional]. how should notifications be sent, and whats the success metric "delivery" : { "smart" : <boolean_value> , "success" : "success_metric" , "time_to_live" : "TTL duration" , // will be applicable for smart = TRUE "mandatory_channels" : [] // list of mandatory channels e.g ["email"], will be applicable for smart = TRUE }, // data can be any json / serializable python-dictionary "data" : { "key" : "value" , "nested_key" : { "nested_key1" : "some_value_1" , "nested_key2" : { "nested_key3" : "some_value_3" , }, } } } For configuring a workflow from backend, you can pass following properties in your method Parameter Description Format Obligation name It is the unique name of the workflow. You can see workflow-related analytics on the workflow page (how many notifications were sent, delivered, clicked or interacted). The workflow name should be easily identifiable for your reference at a later stage text Mandatory template It is the unique slug of the template created on SuprSend platform. You can get this slug by clicking on the clipboard icon next to the Template name on SuprSend templates page. It is the same for all channels slug name Mandatory notification_category You can understand more about them in the Notification Category documentation system / transactional / promotional Mandatory delay Workflow will be halted for the time mentioned in delay, and become active once the delay period is over. XX d XX h XX m XX s or if its number (n) then delay is in seconds (n) Optional trigger_at Trigger workflow on a specific date-time date string in ISO 8601 e.g. “2021-08-27T20:14:51.643Z” Optional users Array object of target users. Atleast 1 user mandatory. distinct_id for each user mandatory Channel information is non-mandatory. If you pass channel information here, then these channels will be used for sending notification otherwise channels will be picked from user profile. "users": [ { "distinct_id": "value", "$channels":[], channel_information_dict #(optional) }], Mandatory delivery Delivery instructions for the workflow. You can enable smart delivery by setting "smart":True By default, delivery instruction will be "delivery": { "smart": False, "success": "seen" } Checkout the docs for more info. delivery = { "smart": True/False, "success": "delivered/seen/interaction/", "time_to_live": "", "mandatory_channels": []} , # list of mandatory channels e.g gation” Optional data JSON. To replace the variables in the template, templates use handlebars language "data": { "key": { "key": "value", "key": "value" } }, Optional To find the template slug name on SuprSend platform, click on the clipboard icon on Templates page. Templates > Template Details Page 👍 +CountryCode Required for SMS and Whatsapp: For setting $sms and $whatsapp , +<countrycode> is mandatory to send along with phone number. e.g. +91 for India 2 Call suprsend.triggerWorkflow() method to trigger workflow Once you have the object initialized you can make a call to suprsend backend using following line: Request Sample Code Response Copy Ask AI JSONObject response = suprsend . triggerWorkflow (body); Alternatively you can find sample java client code snippet, which demonstrates how to make a call to Suprsend backend using Java SDK below: Maven Client Non Maven Client **Response Structure: **When you call suprClient.triggerWorkflow , the SDK internally makes an HTTP call to SuprSend Platform to register this request, and you’ll immediately receive a response indicating the acceptance status. Possible values for status key in the response: status Description 202 Request was successfully accepted 400 Some of the backend validations failed due to which request could not be accepted. More details will be present against the message key. 401 Unauthorised access made to Suprsend backend. Please check the credentials that are being passed. 500 Any other error which was not handled by the Suprsend system. You will find more details against the message key in response. **Note: **The actual processing/execution of workflow happens asynchronously. Once your request is accepted, you can check what is the status of your request in the ’ SuprSend Logs ’ section. Bulk API for triggering multiple workflows. Bulk API allows you to send multiple workflow requests in a single call. There isn’t any limit on number-of-records that can be added to bulk_workflows instance. Use .append() on bulk_workflows instance to add however-many-records to call in bulk. Response is an instance of suprsend.BulkResponse class. Request Response Copy Ask AI package tests ; import java . io . File ; import java . io . FileInputStream ; import java . io . FileNotFoundException ; import java . io . InputStream ; import org . json . JSONObject ; import org . json . JSONTokener ; import suprsend . Suprsend ; public class TestSuprsendSDK { private JSONObject loadBody ( String fileName ) throws FileNotFoundException { JSONObject jsonObject ; String relativePath = String . format ( "%s/src/%s/resources/%s.json" , System . getProperty ( "user.dir" ), this . getClass (). getPackage (). getName (), fileName ); InputStream schemaStream = new FileInputStream ( new File ( relativePath )); jsonObject = new JSONObject ( new JSONTokener ( schemaStream )); return jsonObject ; } public static void main ( String [] args ) throws Exception { TestSuprsendSDK sdk = new TestSuprsendSDK (); // Load workflow body json JSONObject body = sdk . loadBody ( "input" ); // SDK instance Suprsend suprsend = new Suprsend ( "WORKSPACE KEY" , "WORKSPACE KEY" ); // Create one or more workflow instances Workflow wf1 = new Workflow ( body1 ) Workflow wf2 = new Workflow ( body2 ) // --- use .append on bulk instance to add one or more records BulkWorkflows bulkIns = suprClient . bulkWorkflows . newInstance (); bulkIns . append ( wf1 , wf2 ); // trigger workflow BulkResponse resp = bulkIns . trigger (); System . out . println ( resp ); } }} Was this page helpful? Yes No Suggest edits Raise issue Previous Tenants Learn how to create, update, fetch, & list tenants using Java SDK. Next ⌘ I x github linkedin youtube Powered by On this page Sample Payload Sending notification to multiple users Identifying recipients inline Communication channels of recipient Sending cross-user notifications Sending notification to anonymous user Multi-tenant notifications Idempotent requests Bulk API for triggering multiple workflows Add attachment (in email) Dynamic workflow trigger Bulk API for triggering multiple workflows. self.__next_f.push([1,"\"use strict\";\nconst {Fragment: _Fragment, jsx: _jsx, jsxs: _jsxs} = arguments[0];\nconst {useMDXComponents: _provideComponents} = arguments[0];\nfunction _createMdxContent(props) {\n const _components = {\n a: \"a\",\n code: \"code\",\n em: \"em\",\n hr: \"hr\",\n li: \"li\",\n p: \"p\",\n pre: \"pre\",\n span: \"span\",\n strong: \"strong\",\n table: \"table\",\n tbody: \"tbody\",\n td: \"td\",\n th: \"th\",\n thead: \"thead\",\n tr: \"tr\",\n ul: \"ul\",\n ..._provideComponents(),\n ...props.components\n }, {Check, CodeBlock, CodeGroup, Frame, Heading, Note, OptimizedImage, Step, Steps, Warning} = _components;\n if (!Check) _missingMdxReference(\"Check\", true);\n if (!CodeBlock) _missingMdxReference(\"CodeBlock\", true);\n if (!CodeGroup) _missingMdxReference(\"CodeGroup\", true);\n if (!Frame) _missingMdxReference(\"Frame\", true);\n if (!Heading) _missingMdxReference(\"Heading\", true);\n if (!Note) _missingMdxReference(\"Note\", true);\n if (!OptimizedImage) _missingMdxReference(\"OptimizedImage\", true);\n if (!Step) _missingMdxReference(\"Step\", true);\n if (!Steps) _missingMdxReference(\"Steps\", true);\n if (!Warning) _missingMdxReference(\"Warning\", true);\n return _jsxs(_Fragment, {\n children: [_jsxs(_components.p, {\n children: [\"It is a unified API to trigger workflow and doesn’t require user creation before hand to trigger notification. 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https://www.youtube.com/watch?v=pj5N-Khihgc&list=PLNG_1j3cPCaZZ7etkzWA7JfdmKWT0pMsa&index=3 | Streaming Server Rendering with Suspense - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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https://calebporzio.com/equivalent-of-php-class-traits-in-javascript | Equivalent of PHP Class Traits in JavaScript | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Equivalent of PHP Class Traits in JavaScript Mar 2019 I'm currently working on a fairly JS-heavy project called Livewire. I'm not sure I've ever written more raw JavaScript (no framework), but overall I've enjoyed the experience. However, I often miss language features from PHP. One of them is class traits (think mixins or includes). Traits are an easy way to organize related methods inside a class when a more robust refactoring isn't yet warranted. The Problem You have a big class that isn't suited for refactoring to smaller classes, you just want to break it up into a few well-named files, and mix those into the main class. Checkout this video on Laracasts for some compelling use cases (It just so happens that our podcast is featured in it!). For this tutorial, we'll use the following class as our example. // meal.js class Meal { hasMeat() {...} hasPotatoes() {...} scheduledTime() {...} numberOfGuests() {...} isNutritous() {...} } export default Meal Now, let's say we want to group the related methods and extract them into separate files as mixins. The Solution // meal.js import ingredients from './ingredients' import logistics from './logistics' class Meal { isNutritous() {...} } Object.assign(Meal.prototype, ingredients) Object.assign(Meal.prototype, logistics) export default Meal // ingredients.js export default { hasMeat() {...}, hasPotatoes() {...}, } // logistics.js export default { scheduledTime() {...}, numberOfGuests() {...}, } What's happening here First, let's look at Object.assign(subject, source) . It takes the source object and clones all of its properties to the subject object. Think of it kinda like array_merge() in PHP. You may have seen it used for cloning JavaScript objects: var cloneOfFoo = Object.assign({}, foo) In our example, we are mixing-in the properties from ingredients and logistics to Meal.prototype . Let's dive into what Meal.prototype means. JavaScript is a "prototype-based language" as opposed to being "object-oriented". This is a deep subject, and you can get a full understanding here , but for our purposes, here's my crude, working definition: Every object in JavaScript has a property called __proto__ which references the prototype property of the class it was created from. When a property is not found on an object, JavaScript looks for it in __proto__ , if it's not found on that, it looks for a __proto__ property on the __proto__ object and so on until it reaches the end of the chain. Therefore, we can add properties to every instance of Meal by adding the property to Meal.prototype . In that sense, prototypes are like classes in other languages. If you didn't follow that, here is it in action: var foo = {} // Note:Every JavaScript object eventually "inherits" from the Object class Object.prototype.bar = 'baz' foo.bar // returns "baz" foo.__proto__ // returns {bar: "baz", ...} Cavaet Using Object.assign is suitable for most cases, however, there is one caveat. It will not copy over getters from the source object to the target. It will evaluate them and copy the result. Let me show you what I mean: class Baz { constructor() { this.foo = 'bar' } get lengthOfFoo() { return this.foo.length } } If we wanted to "mixin" lengthOfFoo using Object.assign we would get unexpected behavior: Object.assign(Baz, { get lengthOfFoo() { return this.foo.length} }) will throw an error Cannot read property "length" of undefined . This is because Object.assign evaluates getters and then sets them as properties on the new object, instead of copying the getters over. If you want to use getters inside your traits/mixins, you need to use a different function other than Object.assign . Here is a function that will copy over getters and setters (mostly) provided by Mozilla: function addMixin(target, ...sources) { sources.forEach(source => { let descriptors = Object.keys(source).reduce((descriptors, key) => { descriptors[key] = Object.getOwnPropertyDescriptor(source, key); return descriptors; }, {}); Object.getOwnPropertySymbols(source).forEach(sym => { let descriptor = Object.getOwnPropertyDescriptor(source, sym); if (descriptor.enumerable) { descriptors[sym] = descriptor; } }); Object.defineProperties(target, descriptors); }); return target; } Now, you can run addMixin(Baz, { get lengthOfFoo() { return this.foo.length} }) and you will get the expected result. Summing up Hopefully, for those used to working with objects in PHP, this technique grants you another familiarity in JavaScript. Sometimes traits/mixins are the perfect abstraction, and I'm glad it's possible in JavaScript. Thanks for tuning in! Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/live-updating-status-page-with-livewire | Live-Updating Status Page With Livewire | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Live-Updating Status Page With Livewire Sep 2019 Sebastian De Deyne recently published a blog post called: Live updating Oh Dear! status pages . In the post, he makes a status page "live-update" (update without refreshing the page), but instead of using Vue or React, he uses vanilla JS. This sort of thing is right up my alley, but I couldn't help but think how easy it would be in Livewire . Here's is the same functionality implemented with Livewire, in three or four little code additions. No JS! Enjoy! My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://www.youtube.com/watch?v=V-QO-KO90iQ | React Today and Tomorrow - Sophie Alpert and Dan Abramov - React Conf 2018 - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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https://forem.com/eriadura/comment/2k549 | *Matt Eland is a passionate learner, speaker, and author dedicated to explori... - Forem Forem Feed Follow new Subforems to improve your feed DEV Community Follow A space to discuss and keep up software development and manage your software career Future Follow News and discussion of science and technology such as AI, VR, cryptocurrency, quantum computing, and more. Open Forem Follow A general discussion space for the Forem community. If it doesn't have a home elsewhere, it belongs here Gamers Forem Follow An inclusive community for gaming enthusiasts Music Forem Follow From composing and gigging to gear, hot music takes, and everything in between. Vibe Coding Forem Follow Discussing AI software development, and showing off what we're building. Popcorn Movies and TV Follow Movie and TV enthusiasm, criticism and everything in-between. DUMB DEV Community Follow Memes and software development shitposting Design Community Follow Web design, graphic design and everything in-between Security Forem Follow Your central hub for all things security. From ethical hacking and CTFs to GRC and career development, for beginners and pros alike Golf Forem Follow A community of golfers and golfing enthusiasts Crypto Forem Follow A collaborative community for all things Crypto—from Bitcoin to protocol development and DeFi to NFTs and market analysis. Parenting Follow A place for parents to the share the joys, challenges, and wisdom that come from raising kids. We're here for them and for each other. Forem Core Follow Discussing the core forem open source software project — features, bugs, performance, self-hosting. Maker Forem Follow A community for makers, hobbyists, and professionals to discuss Arduino, Raspberry Pi, 3D printing, and much more. HMPL.js Forem Follow For developers using HMPL.js to build fast, lightweight web apps. A space to share projects, ask questions, and discuss server-driven templating Dropdown menu Dropdown menu Skip to content Navigation menu Search Powered by Algolia Search Log in Create account DEV Community Close Discussion on: S27:E8 - Learning AI (Matt Eland) View post Collapse Expand SAMUEL ADENIJI SAMUEL ADENIJI SAMUEL ADENIJI Follow I am a website developer and a game developer Email samuel.adeniji2012@gmail.com Location Nigeria Education Codingal online class Pronouns Mr Work website developer Joined May 30, 2024 • Dec 5 '24 Dropdown menu Copy link Hide * Matt Eland is a passionate learner, speaker, and author dedicated to exploring and sharing knowledge in the most enthusiastic ways. As a Microsoft MVP in AI, he actively contributes to the tech community through his two blogs, YouTube channel, and by organizing the Central Ohio .NET Developer Group. Currently, Matt is balancing his work on a second book and course while also completing his master's degree. * Like comment: Like comment: 7 likes Like Comment button Reply Code of Conduct • Report abuse Are you sure you want to hide this comment? It will become hidden in your post, but will still be visible via the comment's permalink . Hide child comments as well Confirm For further actions, you may consider blocking this person and/or reporting abuse 💎 DEV Diamond Sponsors Thank you to our Diamond Sponsors for supporting the DEV Community Google AI is the official AI Model and Platform Partner of DEV Neon is the official database partner of DEV Algolia is the official search partner of DEV DEV Community — Your community HQ Home About Contact Code of Conduct Privacy Policy Terms of Use Built on Forem — the open source software that powers DEV and other inclusive communities. Made with love and Ruby on Rails . DEV Community © 2016 - 2026. We're a blogging-forward open source social network where we learn from one another Log in Create account | 2026-01-13T08:48:43 |
https://calebporzio.com/talks | Talks | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Conference Talks All The Cool New Stuff In Livewire (2020) Say No To Complexity With AlpineJS Livewire 1.0 Launch & Demo Introducing: Livewire (Laracon US 2019) Write Less JS (Full Stack EU 2019) (No video yet) Write Less JS (Erie Day Of Code 2019) Embrace The Backend (Laracon US 2018) Writing Code That Speaks: (Erie Day Of Code 2017) Interviews Bringing simplicity, joy, and order to web development (The GitHub Readme Project) (Read Here) Routing and Blade, with Caleb Porzio (The Laravel Podcast) LiveView VS Livewire, Alpine.js (Thinking Elixir) (Listen Here) The Dawn Of Sponsorware (The Changelog) Alpine.js is like Tailwind CSS for JavaScript (devMode.fm) (Listen here) Full-Time Income On GitHub Sponsors (Solo Coder) (Listen here) All About AlpineJS (Learn With Us) (Listen here) Just Enough JavaScript with AlpineJS (Full Stack Radio) (Listen here) Single Page Apps - Fat frontend or fat backend, not both (Prismic Headquarters 2019) Dealing with General Anxiety and Phobias (Happy Dev Podcast) (Listen here) Journey from PHP to Vue.js + Laravel (Prismic Headquarters 2019) Embrace the Backend with Livewire (Full Stack Radio) (Listen here) Introspection with Caleb Porzio (Bits And Trees Podcast) | 2026-01-13T08:48:43 |
https://docs.python.org/3/library/stdtypes.html#list.append | Built-in Types — Python 3.14.2 documentation Theme Auto Light Dark Table of Contents Built-in Types Truth Value Testing Boolean Operations — and , or , not Comparisons Numeric Types — int , float , complex Bitwise Operations on Integer Types Additional Methods on Integer Types Additional Methods on Float Additional Methods on Complex Hashing of numeric types Boolean Type - bool Iterator Types Generator Types Sequence Types — list , tuple , range Common Sequence Operations Immutable Sequence Types Mutable Sequence Types Lists Tuples Ranges Text and Binary Sequence Type Methods Summary Text Sequence Type — str String Methods Formatted String Literals (f-strings) Debug specifier Conversion specifier Format specifier Template String Literals (t-strings) printf -style String Formatting Binary Sequence Types — bytes , bytearray , memoryview Bytes Objects Bytearray Objects Bytes and Bytearray Operations printf -style Bytes Formatting Memory Views Set Types — set , frozenset Mapping Types — dict Dictionary view objects Context Manager Types Type Annotation Types — Generic Alias , Union Generic Alias Type Standard Generic Classes Special Attributes of GenericAlias objects Union Type Other Built-in Types Modules Classes and Class Instances Functions Methods Code Objects Type Objects The Null Object The Ellipsis Object The NotImplemented Object Internal Objects Special Attributes Integer string conversion length limitation Affected APIs Configuring the limit Recommended configuration Previous topic Built-in Constants Next topic Built-in Exceptions This page Report a bug Show source Navigation index modules | next | previous | Python » 3.14.2 Documentation » The Python Standard Library » Built-in Types | Theme Auto Light Dark | Built-in Types ¶ The following sections describe the standard types that are built into the interpreter. The principal built-in types are numerics, sequences, mappings, classes, instances and exceptions. Some collection classes are mutable. The methods that add, subtract, or rearrange their members in place, and don’t return a specific item, never return the collection instance itself but None . Some operations are supported by several object types; in particular, practically all objects can be compared for equality, tested for truth value, and converted to a string (with the repr() function or the slightly different str() function). The latter function is implicitly used when an object is written by the print() function. Truth Value Testing ¶ Any object can be tested for truth value, for use in an if or while condition or as operand of the Boolean operations below. By default, an object is considered true unless its class defines either a __bool__() method that returns False or a __len__() method that returns zero, when called with the object. [ 1 ] If one of the methods raises an exception when called, the exception is propagated and the object does not have a truth value (for example, NotImplemented ). Here are most of the built-in objects considered false: constants defined to be false: None and False zero of any numeric type: 0 , 0.0 , 0j , Decimal(0) , Fraction(0, 1) empty sequences and collections: '' , () , [] , {} , set() , range(0) Operations and built-in functions that have a Boolean result always return 0 or False for false and 1 or True for true, unless otherwise stated. (Important exception: the Boolean operations or and and always return one of their operands.) Boolean Operations — and , or , not ¶ These are the Boolean operations, ordered by ascending priority: Operation Result Notes x or y if x is true, then x , else y (1) x and y if x is false, then x , else y (2) not x if x is false, then True , else False (3) Notes: This is a short-circuit operator, so it only evaluates the second argument if the first one is false. This is a short-circuit operator, so it only evaluates the second argument if the first one is true. not has a lower priority than non-Boolean operators, so not a == b is interpreted as not (a == b) , and a == not b is a syntax error. Comparisons ¶ There are eight comparison operations in Python. They all have the same priority (which is higher than that of the Boolean operations). Comparisons can be chained arbitrarily; for example, x < y <= z is equivalent to x < y and y <= z , except that y is evaluated only once (but in both cases z is not evaluated at all when x < y is found to be false). This table summarizes the comparison operations: Operation Meaning < strictly less than <= less than or equal > strictly greater than >= greater than or equal == equal != not equal is object identity is not negated object identity Unless stated otherwise, objects of different types never compare equal. The == operator is always defined but for some object types (for example, class objects) is equivalent to is . The < , <= , > and >= operators are only defined where they make sense; for example, they raise a TypeError exception when one of the arguments is a complex number. Non-identical instances of a class normally compare as non-equal unless the class defines the __eq__() method. Instances of a class cannot be ordered with respect to other instances of the same class, or other types of object, unless the class defines enough of the methods __lt__() , __le__() , __gt__() , and __ge__() (in general, __lt__() and __eq__() are sufficient, if you want the conventional meanings of the comparison operators). The behavior of the is and is not operators cannot be customized; also they can be applied to any two objects and never raise an exception. Two more operations with the same syntactic priority, in and not in , are supported by types that are iterable or implement the __contains__() method. Numeric Types — int , float , complex ¶ There are three distinct numeric types: integers , floating-point numbers , and complex numbers . In addition, Booleans are a subtype of integers. Integers have unlimited precision. Floating-point numbers are usually implemented using double in C; information about the precision and internal representation of floating-point numbers for the machine on which your program is running is available in sys.float_info . Complex numbers have a real and imaginary part, which are each a floating-point number. To extract these parts from a complex number z , use z.real and z.imag . (The standard library includes the additional numeric types fractions.Fraction , for rationals, and decimal.Decimal , for floating-point numbers with user-definable precision.) Numbers are created by numeric literals or as the result of built-in functions and operators. Unadorned integer literals (including hex, octal and binary numbers) yield integers. Numeric literals containing a decimal point or an exponent sign yield floating-point numbers. Appending 'j' or 'J' to a numeric literal yields an imaginary number (a complex number with a zero real part) which you can add to an integer or float to get a complex number with real and imaginary parts. The constructors int() , float() , and complex() can be used to produce numbers of a specific type. Python fully supports mixed arithmetic: when a binary arithmetic operator has operands of different numeric types, the operand with the “narrower” type is widened to that of the other, where integer is narrower than floating point. Arithmetic with complex and real operands is defined by the usual mathematical formula, for example: x + complex ( u , v ) = complex ( x + u , v ) x * complex ( u , v ) = complex ( x * u , x * v ) A comparison between numbers of different types behaves as though the exact values of those numbers were being compared. [ 2 ] All numeric types (except complex) support the following operations (for priorities of the operations, see Operator precedence ): Operation Result Notes Full documentation x + y sum of x and y x - y difference of x and y x * y product of x and y x / y quotient of x and y x // y floored quotient of x and y (1)(2) x % y remainder of x / y (2) -x x negated +x x unchanged abs(x) absolute value or magnitude of x abs() int(x) x converted to integer (3)(6) int() float(x) x converted to floating point (4)(6) float() complex(re, im) a complex number with real part re , imaginary part im . im defaults to zero. (6) complex() c.conjugate() conjugate of the complex number c divmod(x, y) the pair (x // y, x % y) (2) divmod() pow(x, y) x to the power y (5) pow() x ** y x to the power y (5) Notes: Also referred to as integer division. For operands of type int , the result has type int . For operands of type float , the result has type float . In general, the result is a whole integer, though the result’s type is not necessarily int . The result is always rounded towards minus infinity: 1//2 is 0 , (-1)//2 is -1 , 1//(-2) is -1 , and (-1)//(-2) is 0 . Not for complex numbers. Instead convert to floats using abs() if appropriate. Conversion from float to int truncates, discarding the fractional part. See functions math.floor() and math.ceil() for alternative conversions. float also accepts the strings “nan” and “inf” with an optional prefix “+” or “-” for Not a Number (NaN) and positive or negative infinity. Python defines pow(0, 0) and 0 ** 0 to be 1 , as is common for programming languages. The numeric literals accepted include the digits 0 to 9 or any Unicode equivalent (code points with the Nd property). See the Unicode Standard for a complete list of code points with the Nd property. All numbers.Real types ( int and float ) also include the following operations: Operation Result math.trunc(x) x truncated to Integral round(x[, n]) x rounded to n digits, rounding half to even. If n is omitted, it defaults to 0. math.floor(x) the greatest Integral <= x math.ceil(x) the least Integral >= x For additional numeric operations see the math and cmath modules. Bitwise Operations on Integer Types ¶ Bitwise operations only make sense for integers. The result of bitwise operations is calculated as though carried out in two’s complement with an infinite number of sign bits. The priorities of the binary bitwise operations are all lower than the numeric operations and higher than the comparisons; the unary operation ~ has the same priority as the other unary numeric operations ( + and - ). This table lists the bitwise operations sorted in ascending priority: Operation Result Notes x | y bitwise or of x and y (4) x ^ y bitwise exclusive or of x and y (4) x & y bitwise and of x and y (4) x << n x shifted left by n bits (1)(2) x >> n x shifted right by n bits (1)(3) ~x the bits of x inverted Notes: Negative shift counts are illegal and cause a ValueError to be raised. A left shift by n bits is equivalent to multiplication by pow(2, n) . A right shift by n bits is equivalent to floor division by pow(2, n) . Performing these calculations with at least one extra sign extension bit in a finite two’s complement representation (a working bit-width of 1 + max(x.bit_length(), y.bit_length()) or more) is sufficient to get the same result as if there were an infinite number of sign bits. Additional Methods on Integer Types ¶ The int type implements the numbers.Integral abstract base class . In addition, it provides a few more methods: int. bit_length ( ) ¶ Return the number of bits necessary to represent an integer in binary, excluding the sign and leading zeros: >>> n = - 37 >>> bin ( n ) '-0b100101' >>> n . bit_length () 6 More precisely, if x is nonzero, then x.bit_length() is the unique positive integer k such that 2**(k-1) <= abs(x) < 2**k . Equivalently, when abs(x) is small enough to have a correctly rounded logarithm, then k = 1 + int(log(abs(x), 2)) . If x is zero, then x.bit_length() returns 0 . Equivalent to: def bit_length ( self ): s = bin ( self ) # binary representation: bin(-37) --> '-0b100101' s = s . lstrip ( '-0b' ) # remove leading zeros and minus sign return len ( s ) # len('100101') --> 6 Added in version 3.1. int. bit_count ( ) ¶ Return the number of ones in the binary representation of the absolute value of the integer. This is also known as the population count. Example: >>> n = 19 >>> bin ( n ) '0b10011' >>> n . bit_count () 3 >>> ( - n ) . bit_count () 3 Equivalent to: def bit_count ( self ): return bin ( self ) . count ( "1" ) Added in version 3.10. int. to_bytes ( length = 1 , byteorder = 'big' , * , signed = False ) ¶ Return an array of bytes representing an integer. >>> ( 1024 ) . to_bytes ( 2 , byteorder = 'big' ) b'\x04\x00' >>> ( 1024 ) . to_bytes ( 10 , byteorder = 'big' ) b'\x00\x00\x00\x00\x00\x00\x00\x00\x04\x00' >>> ( - 1024 ) . to_bytes ( 10 , byteorder = 'big' , signed = True ) b'\xff\xff\xff\xff\xff\xff\xff\xff\xfc\x00' >>> x = 1000 >>> x . to_bytes (( x . bit_length () + 7 ) // 8 , byteorder = 'little' ) b'\xe8\x03' The integer is represented using length bytes, and defaults to 1. An OverflowError is raised if the integer is not representable with the given number of bytes. The byteorder argument determines the byte order used to represent the integer, and defaults to "big" . If byteorder is "big" , the most significant byte is at the beginning of the byte array. If byteorder is "little" , the most significant byte is at the end of the byte array. The signed argument determines whether two’s complement is used to represent the integer. If signed is False and a negative integer is given, an OverflowError is raised. The default value for signed is False . The default values can be used to conveniently turn an integer into a single byte object: >>> ( 65 ) . to_bytes () b'A' However, when using the default arguments, don’t try to convert a value greater than 255 or you’ll get an OverflowError . Equivalent to: def to_bytes ( n , length = 1 , byteorder = 'big' , signed = False ): if byteorder == 'little' : order = range ( length ) elif byteorder == 'big' : order = reversed ( range ( length )) else : raise ValueError ( "byteorder must be either 'little' or 'big'" ) return bytes (( n >> i * 8 ) & 0xff for i in order ) Added in version 3.2. Changed in version 3.11: Added default argument values for length and byteorder . classmethod int. from_bytes ( bytes , byteorder = 'big' , * , signed = False ) ¶ Return the integer represented by the given array of bytes. >>> int . from_bytes ( b ' \x00\x10 ' , byteorder = 'big' ) 16 >>> int . from_bytes ( b ' \x00\x10 ' , byteorder = 'little' ) 4096 >>> int . from_bytes ( b ' \xfc\x00 ' , byteorder = 'big' , signed = True ) -1024 >>> int . from_bytes ( b ' \xfc\x00 ' , byteorder = 'big' , signed = False ) 64512 >>> int . from_bytes ([ 255 , 0 , 0 ], byteorder = 'big' ) 16711680 The argument bytes must either be a bytes-like object or an iterable producing bytes. The byteorder argument determines the byte order used to represent the integer, and defaults to "big" . If byteorder is "big" , the most significant byte is at the beginning of the byte array. If byteorder is "little" , the most significant byte is at the end of the byte array. To request the native byte order of the host system, use sys.byteorder as the byte order value. The signed argument indicates whether two’s complement is used to represent the integer. Equivalent to: def from_bytes ( bytes , byteorder = 'big' , signed = False ): if byteorder == 'little' : little_ordered = list ( bytes ) elif byteorder == 'big' : little_ordered = list ( reversed ( bytes )) else : raise ValueError ( "byteorder must be either 'little' or 'big'" ) n = sum ( b << i * 8 for i , b in enumerate ( little_ordered )) if signed and little_ordered and ( little_ordered [ - 1 ] & 0x80 ): n -= 1 << 8 * len ( little_ordered ) return n Added in version 3.2. Changed in version 3.11: Added default argument value for byteorder . int. as_integer_ratio ( ) ¶ Return a pair of integers whose ratio is equal to the original integer and has a positive denominator. The integer ratio of integers (whole numbers) is always the integer as the numerator and 1 as the denominator. Added in version 3.8. int. is_integer ( ) ¶ Returns True . Exists for duck type compatibility with float.is_integer() . Added in version 3.12. Additional Methods on Float ¶ The float type implements the numbers.Real abstract base class . float also has the following additional methods. classmethod float. from_number ( x ) ¶ Class method to return a floating-point number constructed from a number x . If the argument is an integer or a floating-point number, a floating-point number with the same value (within Python’s floating-point precision) is returned. If the argument is outside the range of a Python float, an OverflowError will be raised. For a general Python object x , float.from_number(x) delegates to x.__float__() . If __float__() is not defined then it falls back to __index__() . Added in version 3.14. float. as_integer_ratio ( ) ¶ Return a pair of integers whose ratio is exactly equal to the original float. The ratio is in lowest terms and has a positive denominator. Raises OverflowError on infinities and a ValueError on NaNs. float. is_integer ( ) ¶ Return True if the float instance is finite with integral value, and False otherwise: >>> ( - 2.0 ) . is_integer () True >>> ( 3.2 ) . is_integer () False Two methods support conversion to and from hexadecimal strings. Since Python’s floats are stored internally as binary numbers, converting a float to or from a decimal string usually involves a small rounding error. In contrast, hexadecimal strings allow exact representation and specification of floating-point numbers. This can be useful when debugging, and in numerical work. float. hex ( ) ¶ Return a representation of a floating-point number as a hexadecimal string. For finite floating-point numbers, this representation will always include a leading 0x and a trailing p and exponent. classmethod float. fromhex ( s ) ¶ Class method to return the float represented by a hexadecimal string s . The string s may have leading and trailing whitespace. Note that float.hex() is an instance method, while float.fromhex() is a class method. A hexadecimal string takes the form: [ sign ] [ '0x' ] integer [ '.' fraction ] [ 'p' exponent ] where the optional sign may by either + or - , integer and fraction are strings of hexadecimal digits, and exponent is a decimal integer with an optional leading sign. Case is not significant, and there must be at least one hexadecimal digit in either the integer or the fraction. This syntax is similar to the syntax specified in section 6.4.4.2 of the C99 standard, and also to the syntax used in Java 1.5 onwards. In particular, the output of float.hex() is usable as a hexadecimal floating-point literal in C or Java code, and hexadecimal strings produced by C’s %a format character or Java’s Double.toHexString are accepted by float.fromhex() . Note that the exponent is written in decimal rather than hexadecimal, and that it gives the power of 2 by which to multiply the coefficient. For example, the hexadecimal string 0x3.a7p10 represents the floating-point number (3 + 10./16 + 7./16**2) * 2.0**10 , or 3740.0 : >>> float . fromhex ( '0x3.a7p10' ) 3740.0 Applying the reverse conversion to 3740.0 gives a different hexadecimal string representing the same number: >>> float . hex ( 3740.0 ) '0x1.d380000000000p+11' Additional Methods on Complex ¶ The complex type implements the numbers.Complex abstract base class . complex also has the following additional methods. classmethod complex. from_number ( x ) ¶ Class method to convert a number to a complex number. For a general Python object x , complex.from_number(x) delegates to x.__complex__() . If __complex__() is not defined then it falls back to __float__() . If __float__() is not defined then it falls back to __index__() . Added in version 3.14. Hashing of numeric types ¶ For numbers x and y , possibly of different types, it’s a requirement that hash(x) == hash(y) whenever x == y (see the __hash__() method documentation for more details). For ease of implementation and efficiency across a variety of numeric types (including int , float , decimal.Decimal and fractions.Fraction ) Python’s hash for numeric types is based on a single mathematical function that’s defined for any rational number, and hence applies to all instances of int and fractions.Fraction , and all finite instances of float and decimal.Decimal . Essentially, this function is given by reduction modulo P for a fixed prime P . The value of P is made available to Python as the modulus attribute of sys.hash_info . CPython implementation detail: Currently, the prime used is P = 2**31 - 1 on machines with 32-bit C longs and P = 2**61 - 1 on machines with 64-bit C longs. Here are the rules in detail: If x = m / n is a nonnegative rational number and n is not divisible by P , define hash(x) as m * invmod(n, P) % P , where invmod(n, P) gives the inverse of n modulo P . If x = m / n is a nonnegative rational number and n is divisible by P (but m is not) then n has no inverse modulo P and the rule above doesn’t apply; in this case define hash(x) to be the constant value sys.hash_info.inf . If x = m / n is a negative rational number define hash(x) as -hash(-x) . If the resulting hash is -1 , replace it with -2 . The particular values sys.hash_info.inf and -sys.hash_info.inf are used as hash values for positive infinity or negative infinity (respectively). For a complex number z , the hash values of the real and imaginary parts are combined by computing hash(z.real) + sys.hash_info.imag * hash(z.imag) , reduced modulo 2**sys.hash_info.width so that it lies in range(-2**(sys.hash_info.width - 1), 2**(sys.hash_info.width - 1)) . Again, if the result is -1 , it’s replaced with -2 . To clarify the above rules, here’s some example Python code, equivalent to the built-in hash, for computing the hash of a rational number, float , or complex : import sys , math def hash_fraction ( m , n ): """Compute the hash of a rational number m / n. Assumes m and n are integers, with n positive. Equivalent to hash(fractions.Fraction(m, n)). """ P = sys . hash_info . modulus # Remove common factors of P. (Unnecessary if m and n already coprime.) while m % P == n % P == 0 : m , n = m // P , n // P if n % P == 0 : hash_value = sys . hash_info . inf else : # Fermat's Little Theorem: pow(n, P-1, P) is 1, so # pow(n, P-2, P) gives the inverse of n modulo P. hash_value = ( abs ( m ) % P ) * pow ( n , P - 2 , P ) % P if m < 0 : hash_value = - hash_value if hash_value == - 1 : hash_value = - 2 return hash_value def hash_float ( x ): """Compute the hash of a float x.""" if math . isnan ( x ): return object . __hash__ ( x ) elif math . isinf ( x ): return sys . hash_info . inf if x > 0 else - sys . hash_info . inf else : return hash_fraction ( * x . as_integer_ratio ()) def hash_complex ( z ): """Compute the hash of a complex number z.""" hash_value = hash_float ( z . real ) + sys . hash_info . imag * hash_float ( z . imag ) # do a signed reduction modulo 2**sys.hash_info.width M = 2 ** ( sys . hash_info . width - 1 ) hash_value = ( hash_value & ( M - 1 )) - ( hash_value & M ) if hash_value == - 1 : hash_value = - 2 return hash_value Boolean Type - bool ¶ Booleans represent truth values. The bool type has exactly two constant instances: True and False . The built-in function bool() converts any value to a boolean, if the value can be interpreted as a truth value (see section Truth Value Testing above). For logical operations, use the boolean operators and , or and not . When applying the bitwise operators & , | , ^ to two booleans, they return a bool equivalent to the logical operations “and”, “or”, “xor”. However, the logical operators and , or and != should be preferred over & , | and ^ . Deprecated since version 3.12: The use of the bitwise inversion operator ~ is deprecated and will raise an error in Python 3.16. bool is a subclass of int (see Numeric Types — int, float, complex ). In many numeric contexts, False and True behave like the integers 0 and 1, respectively. However, relying on this is discouraged; explicitly convert using int() instead. Iterator Types ¶ Python supports a concept of iteration over containers. This is implemented using two distinct methods; these are used to allow user-defined classes to support iteration. Sequences, described below in more detail, always support the iteration methods. One method needs to be defined for container objects to provide iterable support: container. __iter__ ( ) ¶ Return an iterator object. The object is required to support the iterator protocol described below. If a container supports different types of iteration, additional methods can be provided to specifically request iterators for those iteration types. (An example of an object supporting multiple forms of iteration would be a tree structure which supports both breadth-first and depth-first traversal.) This method corresponds to the tp_iter slot of the type structure for Python objects in the Python/C API. The iterator objects themselves are required to support the following two methods, which together form the iterator protocol : iterator. __iter__ ( ) ¶ Return the iterator object itself. This is required to allow both containers and iterators to be used with the for and in statements. This method corresponds to the tp_iter slot of the type structure for Python objects in the Python/C API. iterator. __next__ ( ) ¶ Return the next item from the iterator . If there are no further items, raise the StopIteration exception. This method corresponds to the tp_iternext slot of the type structure for Python objects in the Python/C API. Python defines several iterator objects to support iteration over general and specific sequence types, dictionaries, and other more specialized forms. The specific types are not important beyond their implementation of the iterator protocol. Once an iterator’s __next__() method raises StopIteration , it must continue to do so on subsequent calls. Implementations that do not obey this property are deemed broken. Generator Types ¶ Python’s generator s provide a convenient way to implement the iterator protocol. If a container object’s __iter__() method is implemented as a generator, it will automatically return an iterator object (technically, a generator object) supplying the __iter__() and __next__() methods. More information about generators can be found in the documentation for the yield expression . Sequence Types — list , tuple , range ¶ There are three basic sequence types: lists, tuples, and range objects. Additional sequence types tailored for processing of binary data and text strings are described in dedicated sections. Common Sequence Operations ¶ The operations in the following table are supported by most sequence types, both mutable and immutable. The collections.abc.Sequence ABC is provided to make it easier to correctly implement these operations on custom sequence types. This table lists the sequence operations sorted in ascending priority. In the table, s and t are sequences of the same type, n , i , j and k are integers and x is an arbitrary object that meets any type and value restrictions imposed by s . The in and not in operations have the same priorities as the comparison operations. The + (concatenation) and * (repetition) operations have the same priority as the corresponding numeric operations. [ 3 ] Operation Result Notes x in s True if an item of s is equal to x , else False (1) x not in s False if an item of s is equal to x , else True (1) s + t the concatenation of s and t (6)(7) s * n or n * s equivalent to adding s to itself n times (2)(7) s[i] i th item of s , origin 0 (3)(8) s[i:j] slice of s from i to j (3)(4) s[i:j:k] slice of s from i to j with step k (3)(5) len(s) length of s min(s) smallest item of s max(s) largest item of s Sequences of the same type also support comparisons. In particular, tuples and lists are compared lexicographically by comparing corresponding elements. This means that to compare equal, every element must compare equal and the two sequences must be of the same type and have the same length. (For full details see Comparisons in the language reference.) Forward and reversed iterators over mutable sequences access values using an index. That index will continue to march forward (or backward) even if the underlying sequence is mutated. The iterator terminates only when an IndexError or a StopIteration is encountered (or when the index drops below zero). Notes: While the in and not in operations are used only for simple containment testing in the general case, some specialised sequences (such as str , bytes and bytearray ) also use them for subsequence testing: >>> "gg" in "eggs" True Values of n less than 0 are treated as 0 (which yields an empty sequence of the same type as s ). Note that items in the sequence s are not copied; they are referenced multiple times. This often haunts new Python programmers; consider: >>> lists = [[]] * 3 >>> lists [[], [], []] >>> lists [ 0 ] . append ( 3 ) >>> lists [[3], [3], [3]] What has happened is that [[]] is a one-element list containing an empty list, so all three elements of [[]] * 3 are references to this single empty list. Modifying any of the elements of lists modifies this single list. You can create a list of different lists this way: >>> lists = [[] for i in range ( 3 )] >>> lists [ 0 ] . append ( 3 ) >>> lists [ 1 ] . append ( 5 ) >>> lists [ 2 ] . append ( 7 ) >>> lists [[3], [5], [7]] Further explanation is available in the FAQ entry How do I create a multidimensional list? . If i or j is negative, the index is relative to the end of sequence s : len(s) + i or len(s) + j is substituted. But note that -0 is still 0 . The slice of s from i to j is defined as the sequence of items with index k such that i <= k < j . If i is omitted or None , use 0 . If j is omitted or None , use len(s) . If i or j is less than -len(s) , use 0 . If i or j is greater than len(s) , use len(s) . If i is greater than or equal to j , the slice is empty. The slice of s from i to j with step k is defined as the sequence of items with index x = i + n*k such that 0 <= n < (j-i)/k . In other words, the indices are i , i+k , i+2*k , i+3*k and so on, stopping when j is reached (but never including j ). When k is positive, i and j are reduced to len(s) if they are greater. When k is negative, i and j are reduced to len(s) - 1 if they are greater. If i or j are omitted or None , they become “end” values (which end depends on the sign of k ). Note, k cannot be zero. If k is None , it is treated like 1 . Concatenating immutable sequences always results in a new object. This means that building up a sequence by repeated concatenation will have a quadratic runtime cost in the total sequence length. To get a linear runtime cost, you must switch to one of the alternatives below: if concatenating str objects, you can build a list and use str.join() at the end or else write to an io.StringIO instance and retrieve its value when complete if concatenating bytes objects, you can similarly use bytes.join() or io.BytesIO , or you can do in-place concatenation with a bytearray object. bytearray objects are mutable and have an efficient overallocation mechanism if concatenating tuple objects, extend a list instead for other types, investigate the relevant class documentation Some sequence types (such as range ) only support item sequences that follow specific patterns, and hence don’t support sequence concatenation or repetition. An IndexError is raised if i is outside the sequence range. Sequence Methods Sequence types also support the following methods: sequence. count ( value , / ) ¶ Return the total number of occurrences of value in sequence . sequence. index ( value[, start[, stop] ) ¶ Return the index of the first occurrence of value in sequence . Raises ValueError if value is not found in sequence . The start or stop arguments allow for efficient searching of subsections of the sequence, beginning at start and ending at stop . This is roughly equivalent to start + sequence[start:stop].index(value) , only without copying any data. Caution Not all sequence types support passing the start and stop arguments. Immutable Sequence Types ¶ The only operation that immutable sequence types generally implement that is not also implemented by mutable sequence types is support for the hash() built-in. This support allows immutable sequences, such as tuple instances, to be used as dict keys and stored in set and frozenset instances. Attempting to hash an immutable sequence that contains unhashable values will result in TypeError . Mutable Sequence Types ¶ The operations in the following table are defined on mutable sequence types. The collections.abc.MutableSequence ABC is provided to make it easier to correctly implement these operations on custom sequence types. In the table s is an instance of a mutable sequence type, t is any iterable object and x is an arbitrary object that meets any type and value restrictions imposed by s (for example, bytearray only accepts integers that meet the value restriction 0 <= x <= 255 ). Operation Result Notes s[i] = x item i of s is replaced by x del s[i] removes item i of s s[i:j] = t slice of s from i to j is replaced by the contents of the iterable t del s[i:j] removes the elements of s[i:j] from the list (same as s[i:j] = [] ) s[i:j:k] = t the elements of s[i:j:k] are replaced by those of t (1) del s[i:j:k] removes the elements of s[i:j:k] from the list s += t extends s with the contents of t (for the most part the same as s[len(s):len(s)] = t ) s *= n updates s with its contents repeated n times (2) Notes: If k is not equal to 1 , t must have the same length as the slice it is replacing. The value n is an integer, or an object implementing __index__() . Zero and negative values of n clear the sequence. Items in the sequence are not copied; they are referenced multiple times, as explained for s * n under Common Sequence Operations . Mutable Sequence Methods Mutable sequence types also support the following methods: sequence. append ( value , / ) ¶ Append value to the end of the sequence This is equivalent to writing seq[len(seq):len(seq)] = [value] . sequence. clear ( ) ¶ Added in version 3.3. Remove all items from sequence . This is equivalent to writing del sequence[:] . sequence. copy ( ) ¶ Added in version 3.3. Create a shallow copy of sequence . This is equivalent to writing sequence[:] . Hint The copy() method is not part of the MutableSequence ABC , but most concrete mutable sequence types provide it. sequence. extend ( iterable , / ) ¶ Extend sequence with the contents of iterable . For the most part, this is the same as writing seq[len(seq):len(seq)] = iterable . sequence. insert ( index , value , / ) ¶ Insert value into sequence at the given index . This is equivalent to writing sequence[index:index] = [value] . sequence. pop ( index = -1 , / ) ¶ Retrieve the item at index and also removes it from sequence . By default, the last item in sequence is removed and returned. sequence. remove ( value , / ) ¶ Remove the first item from sequence where sequence[i] == value . Raises ValueError if value is not found in sequence . sequence. reverse ( ) ¶ Reverse the items of sequence in place. This method maintains economy of space when reversing a large sequence. To remind users that it operates by side-effect, it returns None . Lists ¶ Lists are mutable sequences, typically used to store collections of homogeneous items (where the precise degree of similarity will vary by application). class list ( iterable = () , / ) ¶ Lists may be constructed in several ways: Using a pair of square brackets to denote the empty list: [] Using square brackets, separating items with commas: [a] , [a, b, c] Using a list comprehension: [x for x in iterable] Using the type constructor: list() or list(iterable) The constructor builds a list whose items are the same and in the same order as iterable ’s items. iterable may be either a sequence, a container that supports iteration, or an iterator object. If iterable is already a list, a copy is made and returned, similar to iterable[:] . For example, list('abc') returns ['a', 'b', 'c'] and list( (1, 2, 3) ) returns [1, 2, 3] . If no argument is given, the constructor creates a new empty list, [] . Many other operations also produce lists, including the sorted() built-in. Lists implement all of the common and mutable sequence operations. Lists also provide the following additional method: sort ( * , key = None , reverse = False ) ¶ This method sorts the list in place, using only < comparisons between items. Exceptions are not suppressed - if any comparison operations fail, the entire sort operation will fail (and the list will likely be left in a partially modified state). sort() accepts two arguments that can only be passed by keyword ( keyword-only arguments ): key specifies a function of one argument that is used to extract a comparison key from each list element (for example, key=str.lower ). The key corresponding to each item in the list is calculated once and then used for the entire sorting process. The default value of None means that list items are sorted directly without calculating a separate key value. The functools.cmp_to_key() utility is available to convert a 2.x style cmp function to a key function. reverse is a boolean value. If set to True , then the list elements are sorted as if each comparison were reversed. This method modifies the sequence in place for economy of space when sorting a large sequence. To remind users that it operates by side effect, it does not return the sorted sequence (use sorted() to explicitly request a new sorted list instance). The sort() method is guaranteed to be stable. A sort is stable if it guarantees not to change the relative order of elements that compare equal — this is helpful for sorting in multiple passes (for example, sort by department, then by salary grade). For sorting examples and a brief sorting tutorial, see Sorting Techniques . CPython implementation detail: While a list is being sorted, the effect of attempting to mutate, or even inspect, the list is undefined. The C implementation of Python makes the list appear empty for the duration, and raises ValueError if it can detect that the list has been mutated during a sort. Thread safety Reading a single element from a list is atomic : lst [ i ] # list.__getitem__ The following methods traverse the list and use atomic reads of each item to perform their function. That means that they may return results affected by concurrent modifications: item in lst lst . index ( item ) lst . count ( item ) All of the above methods/operations are also lock-free. They do not block concurrent modifications. Other operations that hold a lock will not block these from observing intermediate states. All other operations from here on block using the per-object lock. Writing a single item via lst[i] = x is safe to call from multiple threads and will not corrupt the list. The following operations return new objects and appear atomic to other threads: lst1 + lst2 # concatenates two lists into a new list x * lst # repeats lst x times into a new list lst . copy () # returns a shallow copy of the list Methods that only operate on a single elements with no shifting required are atomic : lst . append ( x ) # append to the end of the list, no shifting required lst . pop () # pop element from the end of the list, no shifting required The clear() method is also atomic . Other threads cannot observe elements being removed. The sort() method is not atomic . Other threads cannot observe intermediate states during sorting, but the list appears empty for the duration of the sort. The following operations may allow lock-free operations to observe intermediate states since they modify multiple elements in place: lst . insert ( idx , item ) # shifts elements lst . pop ( idx ) # idx not at the end of the list, shifts elements lst *= x # copies elements in place The remove() method may allow concurrent modifications since element comparison may execute arbitrary Python code (via __eq__() ). extend() is safe to call from multiple threads. However, its guarantees depend on the iterable passed to it. If it is a list , a tuple , a set , a frozenset , a dict or a dictionary view object (but not their subclasses), the extend operation is safe from concurrent modifications to the iterable. Otherwise, an iterator is created which can be concurrently modified by another thread. The same applies to inplace concatenation of a list with other iterables when using lst += iterable . Similarly, assigning to a list slice with lst[i:j] = iterable is safe to call from multiple threads, but iterable is only locked when it is also a list (but not its subclasses). Operations that involve multiple accesses, as well as iteration, are never atomic. For example: # NOT atomic: read-modify-write lst [ i ] = lst [ i ] + 1 # NOT atomic: check-then-act if lst : item = lst . pop () # NOT thread-safe: iteration while modifying for item in lst : process ( item ) # another thread may modify lst Consider external synchronization when sharing list instances across threads. See Python support for free threading for more information. Tuples ¶ Tuples are immutable sequences, typically used to store collections of heterogeneous data (such as the 2-tuples produced by the enumerate() built-in). Tuples are also used for cases where an immutable sequence of homogeneous data is needed (such as allowing storage in a set or dict instance). class tuple ( iterable = () , / ) ¶ Tuples may be constructed in a number of ways: Using a pair of parentheses to denote the empty tuple: () Using a trailing comma for a singleton tuple: a, or (a,) Separating items with commas: a, b, c or (a, b, c) Using the tuple() built-in: tuple() or tuple(iterable) The constructor builds a tuple whose items are the same and in the same order as iterable ’s items. iterable may be either a sequence, a container that supports iteration, or an iterator object. If iterable is already a tuple, it is returned unchanged. For example, tuple('abc') returns ('a', 'b', 'c') and tuple( [1, 2, 3] ) returns (1, 2, 3) . If no argument is given, the constructor creates a new empty tuple, () . Note that it is actually the comma which makes a tuple, not the parentheses. The parentheses are optional, except in the empty tuple case, or when they are needed to avoid syntactic ambiguity. For example, f(a, b, c) is a function call with three arguments, while f((a, b, c)) is a function call with a 3-tuple as the sole argument. Tuples implement all of the common sequence operations. For heterogeneous collections of data where access by name is clearer than access by index, collections.namedtuple() may be a more appropriate choice than a simple tuple object. Ranges ¶ The range type represents an immutable sequence of numbers and is commonly used for looping a specific number of times in for loops. class range ( stop , / ) ¶ class range ( start , stop , step = 1 , / ) The arguments to the range constructor must be integers (either built-in int or any object that implements the __index__() special method). If the step argument is omitted, it defaults to 1 . If the start argument is omitted, it defaults to 0 . If step is zero, ValueError is raised. For a positive step , the contents of a range r are determined by the formula r[i] = start + step*i where i >= 0 and r[i] < stop . For a negative step , the contents of the range are still determined by the formula r[i] = start + step*i , but the constraints are i >= 0 and r[i] > stop . A range object will be empty if r[0] does not meet the value constraint. Ranges do support negative indices, but these are interpreted as indexing from the end of the sequence determined by the positive indices. Ranges containing absolute values larger than sys.maxsize are permitted but some features (such as len() ) may raise OverflowError . Range examples: >>> list ( range ( 10 )) [0, 1, 2, 3, 4, 5, 6, 7, 8, 9] >>> list ( range ( 1 , 11 )) [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] >>> list ( range ( 0 , 30 , 5 )) [0, 5, 10, 15, 20, 25] >>> list ( range ( 0 , 10 , 3 )) [0, 3, 6, 9] >>> list ( range ( 0 , - 10 , - 1 )) [0, -1, -2, -3, -4, -5, -6, -7, -8, -9] >>> list ( range ( 0 )) [] >>> list ( range ( 1 , 0 )) [] Ranges implement all of the common sequence operations except concatenation and repetition (due to the fact that range objects can only represent sequences that follow a strict pattern and repetition and concatenation will usually violate that pattern). start ¶ The value of the start parameter (or 0 if the parameter was not supplied) stop ¶ The value of the stop parameter step ¶ The value of the step parameter (or 1 if the parameter was not supplied) The advantage of the range type over a regular list or tuple is that a range object will always take the same (small) amount of memory, no matter the size of the range it represents (as it only stores the start , stop and step values, calculating individual items and subranges as needed). Range objects implement the collections.abc.Sequence ABC, and provide features such as containment tests, element index lookup, slicing and support for negative indices (see Sequence Types — list, tuple, range ): >>> r = range ( 0 , 20 , 2 ) >>> r range(0, 20, 2) >>> 11 in r False >>> 10 in r True >>> r . index ( 10 ) 5 >>> r [ 5 ] 10 >>> r [: 5 ] range(0, 10, 2) >>> r [ - 1 ] 18 Testing range objects for equality with == and != compares them as sequences. That is, two range objects are considered equal if they represent the same sequence of values. (Note that two range objects that compare equal might have different start , stop and step attributes, for example range(0) == range(2, 1, 3) or range(0, 3, 2) == range(0, 4, 2) .) Changed in version 3.2: Implement the Sequence ABC. Support slicing and negative indices. Test int objects for membership in constant time instead of iterating through all items. Changed in version 3.3: Define ‘==’ and ‘!=’ to compare range objects based on the sequence of values they define (instead of comparing based on object identity). Added the start , stop and step attributes. See also The linspace recipe shows how to implement a lazy version of range suitable for floating-point applications. Text and Binary Sequence Type Methods Summary ¶ The following table summarizes the text and binary sequence types methods by category. Category str methods bytes and bytearray methods Formatting str.format() str.format_map() f-strings printf-style String Formatting printf-style Bytes Formatting Searching and Replacing str.find() str.rfind() bytes.find() bytes.rfind() str.index() str.rindex() bytes.index() bytes.rindex() str.startswith() bytes.startswith() str.endswith() bytes.endswith() str.count() bytes.count() str.replace() bytes.replace() Splitting and Joining str.split() str.rsplit() bytes.split() bytes.rsplit() str.splitlines() bytes.splitlines() str.partition() bytes.partition() str.rpartition() bytes.rpartition() str.join() bytes.join() String Classification str.isalpha() bytes.isalpha() str.isdecimal() str.isdigit() bytes.isdigit() str.isnumeric() str.isalnum() bytes.isalnum() str.isidentifier() str.islower() bytes.islower() str.isupper() bytes.isupper() str.istitle() bytes.istitle() str.isspace() bytes.isspace() str.isprintable() Case Manipulation str.lower() bytes.lower() str.upper() bytes.upper() str.casefold() str.capitalize() bytes.capitalize() str.title() bytes.title() str.swapcase() bytes.swapcase() Padding and Stripping str.ljust() str.rjust() bytes.ljust() bytes.rjust() str.center() bytes.center() str.expandtabs() bytes.expandtabs() str.strip() bytes.strip() str.lstrip() str.rstrip() bytes.lstrip() bytes.rstrip() Translation and Encoding str.translate() bytes.translate() str.maketrans() bytes.maketrans() str.encode() bytes.decode() Text Sequence Type — str ¶ Textual data in Python is handled with str objects, or strings . Strings are immutable sequences of Unicode code points. String literals are written in a variety of ways: Single quotes: 'allows embedded "double" quotes' Double quotes: "allows embedded 'single' quotes" Triple quoted: '''Three single quotes''' , """Three double quotes""" Triple quoted strings may span multiple lines - all associated whitespace will be included in the string literal. String literals that are part of a single expression and have only whitespace between them will be implicitly converted to a single string literal. That is, ("spam " "eggs") == "spam eggs" . See String and Bytes literals for more about the various forms of string literal | 2026-01-13T08:48:43 |
https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#changing-status | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. The following rules apply: New Categories cannot be created Each Category must contain at least one Status The last remaining Status in a Category cannot be deleted Status labels and ordering within a Category can be modified Permissions for Status Changes Permission Rules When permissions are enabled: Statuses in the Development and Live Categories can be applied by any user with access to the Project Statuses in the Completed and Archived Categories can only be applied by users with the Publisher permission Only Publishers can create, and modify Feature Statuses in the Project Settings Edit this page Last updated on Jan 9, 2026 Previous EdgeDB (Stored Custom Properties) Next Stale Feature Notifications Statuses Status Categories Development Live Completed Archived Changing Status Moving a Feature to Completed Reverting to Development or Live Viewing Features by Status (Kanban View) Managing Statuses Project Settings Permissions for Status Changes DevCycle Dashboard Blog Privacy Policy Twitter Discord GitHub Copyright © 2026 DevCycle. All rights reserved. | 2026-01-13T08:48:43 |
https://calebporzio.com/im-out-of-a-job | I'm out of a job... | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets I'm out of a job... Nov 2022 My job is building Livewire and Alpine. What's it been? like almost four years now? Fun fact: that's the longest I've ever worked the same job. Today I felt a tinge of something. Something I've felt exactly one zillion times over the last four years. A little evil voice comes over the loudspeaker in my head and says: "Caleb, you're out of a job..." Inertia was released? I'm out of a job... Hotwire was released? I'm out of a job... Petite Vue was released? I'm out of a job... Livewire has a gnarly bug? I'm out of a job... Livewire is missing a feature everyone seems to want? I'm out of a job... Alpine was removed from TailwindUI? I'm out of a job... Someone rewrote their Livewire app in Vue? I'm out of a job... LiveView is offering its own JavaScripty APIs instead of using Alpine? I'm out of a job... Remix was released? I'm out of a job... React gets server components? I'm out of a job... The JavaScript community is waking up and realizing the backend is actually good? I'm DEFINITELY out of a job now... And this is just the highlight reel. I probably feel some form of this every day. My heart rate accelerates. I feel agitated, worried, STRESSED. My brain says in response: "Oh shoot, you're totally right. I better stress out and feel bad." Am I broken? Is my brain overly-sensitive to competition? Probably yeah, but maybe I'm not THAT unique... Maybe everyone else who creates something and is invested in it is feeling the same things and no one talks about it because: Reacting negatively to something elevates that thing even more It makes you look small and overly competitive Sometimes the people on the other end are your friends Negative vibes are just generally not good for business The problem with feeling this way (aside from it just sucking in general) is the bad instincts it breeds. Maybe I shouldn't invest my profits back into the business because it could all collapse tomorrow and then I'd have nothing to show for it. Maybe I shouldn't share plans or upcoming things I'm excited about because someone with more time on their hands might steal my ideas and beat me to them. Ugh, so many negative and broken thought patterns. For better or for worse, my next response goes something like: "Nope. Over my dead body. I'll make my thing better. I'll try harder, push harder, and work harder than everyone else. THEN I'll win. THEN I'll feel good." And after that maybe something with more resignation like: "Well you know what? Would it really be the worst thing in the world if it all collapsed? I could focus on other things. I could put down the keyboard for a while. I could buy land and live on it. Build that canoe and fish with it. I could be a nobody on the internet and a somebody to my family and friends. That would be a meaningful life right?" Although that kind of acceptance might seem like a good thing. And sometimes it is. It's still an exaggerated reaction to a false premise: I'm going to lose my job. So here's the reality: I NEVER LOST MY JOB. All those times. Man, I thought FOR SURE. But still, here I am. I have a job. People still use Alpine and Livewire. People still like them. In fact, more people are using them and liking them every day. People write posts about them. Create tools for them. Contribute to them. They make money with them! So why haven't I lost my job yet? Because I stuck with it. Because I care about my creations. I talk about them. I hype them. I BELIEVE in them. I love them. Maybe one day it'll all go poof , but so far, despite my fears, my lived experience has told me one thing: The thing you're really stressed about right now that you think is gonna kill your thing. It won't. Or at least it won't right away. And you have plenty of time to make sure it doesn't. Just keep caring about your thing. Keep making it as good as you can. Stick with it. Don't give up. Take heart. So here here. A toast to creating things we love. Freely and openly. Without regard for the big bad wolves waiting to blow it all down. Without. Fear. My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/best-games/soft-launch-mobile-games/ | The best soft launch mobile games for iPhone, iPad or Android | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Best Games Top 52 best soft launch mobile games for iPhone, iPad or Android By Stephen Gregson-Wood | Jan 12 iOS + Android The biggest games yet to launch on the global market Twitter Facebook Reddit Left Arrow 0 / 52 Right Arrow Soft Launch games are games that release in select markets, normally to test server stress or A/B test features Most soft launches take place outside of the USA or UK, in markets with lower population density or non-English speaking audiences Despite this there are often ways you can access the games, and doing so can get you access to a great game months ahead of its launch Updated : December 12th, 2025 If you've been looking for something new and exciting that isn't quite fully released, then look no further; you've found our list of the best games currently in soft launch. Sometimes developers like to make sure the paying public is willing to play their game before they push it to every device in the world - that's where soft launch comes in. Available in just a handful of countries and regions, a soft-launched game is subject to drastic change as developers take on board customer feedback (and other metrics) to alter the game and ensure the best possible product is ready for when it goes to worldwide launch. But here's the kicker - we can see when developers do that. And when you're looking at some of the big games, like the ones we have on this list, then you can find yourself getting very excited, and even a little jealous that you can't play it yet. Here's how to play soft-launched games right now, in any country So to help you out a little, we've collected a huge list of some of the biggest and best games currently available in soft launch, which you might well be able to get if you have the right Apple ID or Google Play account to download them with. Just as a note: In the case of a game suddenly disappearing, it might be because the developer has decided to stop development on it early and save themselves the cost of a big launch, or because the developer is gearing up for a big launch and wants to surprise the world. Whatever the case, we'll try to keep you updated when these things happen. Click Here To View The List » 1 Starship Survivor Publisher: Brainium Studios LLC Platform: iOS Country: Australia, Canada and USA Starship Survivor is the next title from Branium, developers of several AppStore twists on classics (like Solitaire, Sudoku), and marks their first time straying beyond casual, word or card gameplay. It's a familiar, twin-stick style space shooter where you have to fight against masses of enemies and the bosses that follow them. Last year they implemented mote bundles which are microtransactions to help you push further into the game via upgrades - that said, the developers have gone on record priding themselves as having it as a completely free to play game that is free of both paywalls and gates. Subscribe to Pocket Gamer on 2 Sonic Rumble Publisher: Sega Platform: Android/iOS Country: Algeria, Argentina, Australia, Azerbaijan, Belgium, Brazil, Canada, Chile, Colombia, Czech Republic, Denmark, Ecuador, Egypt, Finland, Hong Kong, Indonesia, Kazakhstan, Malaysia, Netherlands, New Zealand, Norway, Peru, Philippines, Romania, Singapore, South Africa, Sweden, Taiwan and Turkey. Sonic Rumble sees the blue blur returning to mobile, this time as a battle royale of sorts. In the mould of games like Stumble Guys and Fall Guys, it appears we can expect to dash around obstacle-filled courses, dodging the numerous hazards that threaten to eliminate us at every turn. It's definitely a set-up that suits Sonic and co, but is it entering a market that's already been conquered by Scopely? Only time will tell. Subscribe to Pocket Gamer on 3 Crown of Bones Publisher: Puzza Platform: Android Country: Australia, Canada, France, Germany, United Kingdom and United States Casual strategy games are all the rage these days, particularly on mobile. Anything that gives you a slight hit of feeling clever without required in-depth tactics that take forever to learn. Century Games' Crown of Bones is the latest attempt at sliding into that niche. It sees you joining the Skeleton King and his army as they battle through numerous realms. It sports a colourful art style that reminds me somewhat of little toy towns and villages, something you might have created in real life as a child, perhaps. As for the gameplay, it pretty much consists of increasing your numbers, upgrading your troops and toppling your opponents. There are a few special items thrown in for good measure as well. 4 Sonic Blitz Publisher: Rovio Platform: iOS/Android Country: Brazil and The Philippines The blue blur seems to be popping up on mobile constantly at the moment, and I'm sure long-time fans aren't going to complain. Since Sega purchased Rovio , their interest in mobile has, unsurprisingly, increased slightly . With Sonic Blitz, they're looking to dip their toe in the card-battler world. I could spend a while regurgitating the App Store description to you or speculating on what we might expect from Sonic Blitz, but that seems silly when Catherine has actually played it. So, check out her Ahead of the Game article to get her hands-on thoughts. Okay, I'll spoil it for those who don't want to click. She enjoyed it. 5 Top Goal Publisher: Nordeus Belgrade (Android), Nordeus (iOS) Platform: Android/iOS Country: Argentina, Australia, Canada, Colombia, Hong Kong, Italy, Malaysia, Mexico, Netherlands, Poland, Serbia, Singapore, and Taiwan If you're a football fan, you're probably already aware of Nordeus as the folks behind the popular management sim Top Eleven. With their latest effort, Top Goal, they are swapping the touchline for the pitch as you take direct control over your squad, having a more active role in the outcome of a match. Still, it seems some of the strategic side remains as you build your squad and choose your formation before taking on other players in PvP. Subscribe to Pocket Gamer on 6 Oh My Anne Developer: Neowiz Platforms: iOS / Google Play Country: Canada, Indonesia, Malaysia, South Korea, United Kingdom, United States Oh My Anne is a match-3 game based on the popular novel series Anne of Green Gables. Players proceed through the story by completing levels and associated challenges. It's certainly interesting to see Neowiz deciding to take established, historical (1908~) novels and their IP and spin them off into games. There's a question to be asked about brand recognition and 'crossover IP' when those IPs are not ones from the current vogue. We regularly see Warhammer and Marvel crossover games, but those things are currently 'in', Anne of Green Gables — and Oh My Anne — targets a different audience and plays on different rules of advertising. Could there be a Dracula, Canterbury Tales or Beowolf games on the horizon if this takes off? 7 Monoloot: Dice and Journey Developer: My.Games Platforms: iOS and Android Country: Brazil, the UK, and the Philippines Monopoly Go has proven quite the hit since it first released, with people across the globe, scrabbling to get free dice rolls so they can hop around that familiar board some more. Of course, when something does well, imitators are sure to follow, and My.Games are keen to see if they can move in on Scopely's turf. However, rather than cynically copy the whole idea verbatim and make it look different, they are throwing additional mechanics into the mix, hopefully helping it stand out on its own rather than being dismissed as 'another one of those'. Here, you'll also find battles, castle-building and accrue a group of heroes. It's Monopoly meets D&D, in short. Subscribe to Pocket Gamer on 8 Vigilant: Burn & Bloom Developer: Dream Games Platforms: iOS Country: Saudi Arabia, Turkey, France, Mexico, Czech Republic, Ukraine, Israel, and Ireland Vigilant: Burn & Bloom is an interesting game, both in terms of its aesthetic and genre. Art style-wise, it has this beautiful hand-drawn look going on that isn't all that similar to anything I've seen on mobile for quite some time. It reminds me of something you might see in a children's fantasy picture book. As for the genre? Well, it's trying to be a lot of things at once. Billed as an endless survival game, it incorporates elements of resource management, tower defence, and first-person shooting. Whether or not that will all come together nicely remains to be seen, but I admire the ambition. Subscribe to Pocket Gamer on 9 Hunter's Journey Developer: DeNA China Platforms: iOS Country: China DeNA have taken a stab at the popular HunterxHunter IP with their 3D RPG Hunter's Journey. Much like a lot of anime fighters, it looks amazing, with 3rd person fighting interspaced with generous cutscenes and narrative. We've seen a fair bit of it in action now, and while we're not too familiar with the anime that it is adapted from, everything has looked phenomenal. Here's the App Store Description (Translated): "Hunter's Journey" is a genuine mobile game authorized and adapted from the famous Japanese IP "HUNTER x HUNTER", dedicated to creating an immersive 3D role-playing adventure experience. Through the combination of classic scenes, plots and delicate animation storyboards, the hunter's world view is truly restored. During the exploration of the main storyline and dungeons, all Hunter candidates can transform into original characters and visit Whale Island, Dore Port, Lost Melo Wetland, Sky Arena, Youkesin City... Enjoy exploring the Hunter world, and interact with Gon, Killua, Kurapika and Leorio adventure and grow together!" 10 Disney Realm Breakers Developer:Joycity Platforms: Android Country: EU, South and Southeast Asia, Africa, Middle East, South America, and Oceania Disney Realm Breakers sees all your favourite childhood characters and beyond joining forces to protect the multiworld of Noi. It's a strategy game, meaning you'll deal with the deadly Scourge using your brains rather than relying on reaction speed. With characters from across Disney's wide range of IPs like Aladdin, Pirates of the Caribbean, Toy Story and The Incredibles, making a team featuring your favourites shouldn't prove too difficult. 11 Ben 10: Alien Run Developer: Zapak Platforms: iOS/Google Play Country: Bangladesh, India, Pakistan, and Sri Lanka While it might seem as though the era of endless runners has passed on mobile, several still do very well, particularly if they have brand power behind them. Zapak hopes that Ben 10 Alien Run can join that list, putting a lot of stock in the popular children's cartoon pulling in the younger generation. In it, you will dash around while transforming into one of nine different aliens, each bringing special abilities to the table. That might be creating a shield to block an enemy attack in one instance while another can clear the path ahead with laser beams. On top of that, there are the usual daily challenges and missions you'd expect from the genre. Subscribe to Pocket Gamer on Dig into the list of games below and find out what you could be playing later this year, or right now if you've got the right account in the right region. 12 Eggy Party Developer: NetEase Platforms: Android/iOS Country: Canada, Sweden, Spain, Finland, Norway, Denmark, Mexico; China, Malaysia, Thailand, Indonesia, Philippines, Singapore, Vietnam. NetEase's Stumble Guys killer, Eggy Party, is rapidly moving toward its global release with seven new regions granted access to it in January of 2024, before that it was simply in the SEA region. What's the big appeal? Well, if you're not sold in by the constant party, cheerful colours and multiplayer mania of Eggy Party, then maybe the map creation will be the thing to grab your attention. A bumbling race to the finish might be fun, but doing it on a map that you - or one of your friends - created is vastly more fun. 13 March of Nations Developer: Starfox Game Platforms: Google Play Country: Australia, Hong Kong, India, Indonesia, Japan, Malaysia, New Zealand, Nigeria, Pakistan, Singapore, South Africa, South Korea, Taiwan, Thailand, Vietnam With March of Nations, developer Starfox Game promises a military strategy sim that combines tactics with more casual elements. There are four countries to choose from - the USSR, Germany, the USA and Japan, with each offering different troops to recruit. They range from regular infantry to tanks. Of course, a mixture of each variant will prove crucial in winning your battles. There are also commanders available who can turn the tide of battle with their special abilities. Outside of the battles, your time is spent creating and developing your base of operations, something that's increasingly common in mobile games across multiple genres. As for game modes, March of Nations boasts several PvP options, including Arena and Legion Battles. 14 Tetris Block Party Developer: Playstudios Platforms: Android Country: Brazil, India, Mexico, Netherlands, Sweden, Finland, Denmark, Norway and the Philippines Despite originally coming out in 1984, Tetris remains as relevant as ever, with variants regularly released, helping keep it at the forefront of our minds. Playstudios are hoping it can grab a piece of that action with their latest effort, Tetris Block Party. It's a PvP-focused take, seeing you trying to eliminate other players' bases by dragging and dropping Tetrominos into the right spots. Subscribe to Pocket Gamer on 15 Bullet Heroes Developer: Rollic Games Platforms: iOS Country: United States, Brazil, Germany, Japan, Taiwan, Hong Kong, Finland, and Denmark Bullet Heroes sees you taking on the role of an elite sniper tasked with eliminating dozens of villains who are predictably up to no good. With each foe you dispatch, you can snag a few extra bullets, something that's also achieved by breaking the numerous blocks dotted around the place. The further you progress, the more upgrades you'll find for your ever-growing arsenal. 16 FruitFall Developer: Zynga Platforms: App Store/Google Play Country: Brazil, India, and the United Kingdom Zynga, who you likely know for, well, many things, are working on a new addition to their growing merge catalogue. FruitFall – don't forget the double capital Fs – tasks you with merging fruits to beat each level. Simple, right? Judging by the store description, expect this to become more difficult as you progress. At first, it'll likely be a case of simply merging fruit, while the latter stages will introduce troublesome crates and frozen fruit that need thawing out before becoming useful. Zynga claims each level brings something different, keeping the challenge fresh and fun. Time will tell if that's the case 17 Jelly Gunfight: Showdown Developer: Homa/Naga Studio Platforms: Android Country: United States, France and Poland Now, this one immediately sparks a feeling of Deja Vu. Ah, yes. Gumslinger from Itatake, right? No, apparently not. The less-creatively-named Jelly Gunfight: Showdown is - apparently - another game entirely, coming from French developer Homa. As with Itatake's game, Jelly Gunfight sees you battling in duels against wobbly characters. You'll take turns firing shots at your opponent, using the various weapons and abilities at your disposal. Subscribe to Pocket Gamer on 18 Puzzle Town Mysteries Developer: Haiku Games Platforms: iOS and Android Country: UK, Australia, New Zealand, Canada, Russia, France, Germany and Denmark As you'll likely have guessed from the name, Puzzletown Mysteries sees you unravel mysteries by solving puzzles. There is also a town involved. The overarching whodunit is whether poor Gladys slipped from her balcony or if she received a little push before toppling over the edge, while you'll also look into a case of stolen cats. 19 Nano World Developer: Nanoreality Games Platforms: Android Country: USA, Spain, France, Finland, and the UK Nano World is - as they often are - a bright and cheerful merging puzzler from developer Nanoreality Games. The team is really doubling down with the whole teeny tiny world idea, it seems. As is often the case with the genre, Nano World looks to throw in a bit more than merging objects together, promising city-building and exploration elements. To get an idea of what to expect, check out the video below. Subscribe to Pocket Gamer on 20 WordPix Developer: Pavel Siamak Platforms: Android Country: India, United States, the Philippines, Malaysia, United Arab Emirates, Bahrain, Norway, Belarus, Brazil, Indonesia, Kuwait, and Qatar While they seem easy enough to develop on the surface, word games are tricky to make great. It's certainly possible, as we've seen plenty of popular examples over the years, but breaking into the existing pool isn't for the faint-hearted. You can see the appeal for developers, though. It's a genre that most people can enjoy, so if your game takes off, the rewards are great. WordPix is an attempt at breaking into a tough arena. Rather than entirely relying on guessing letters, WordPix – as the name implies – takes an image-led approach. Facing off against other players, you take turns guessing words from a list by dragging and dropping letters. Each word has an accompanying picture that provides a clue. However, you only have five random letters at your disposal, so there's a strategic element at play here. 21 Abyss of Dungeons Developer: Krafton Platforms: iOS/Android Country: US, Indonesia, Brazil, Thailand, Canada, Iraq, Mexico, Bangladesh, Hong Kong, among others. It might sound flippant, but describing Abyss of Dungeons as a fantasy Escape from Tarkov – or Arena Breakout if you want a mobile reference – gives you a pretty good idea of what to expect. You'll be battling through dungeons in search of precious loot to extract, getting the job done with one of the six available classes. Alongside Abyss of Dungeons' enemies – The Dark Swarm – you need to contend with other players, so venturing into those dungeons alone might not be advisable. Instead, you probably want to take a whole team, picking different classes that synergise well with one another to help ensure your victory. Subscribe to Pocket Gamer on 22 Diamond Dreams Developer: GFAL Platforms: iOS Country: Malaysia, Canada, the UK, Algeria and the Philippines Diamond Dreams is looking to bring a sense of elegance to the match-3 genre. The whole idea is that you're working towards crafting some stunning jewellery that, I have to say, looks far better than it possibly needs to. Subscribe to Pocket Gamer on 23 Hello Kitty Friends Match Developer: LINE Games Platforms: Android Country: United States, Japan, Taiwan, South Korea, India, Saudi Arabia, Brazil, the Philippines and Canada Hello Kitty and her other Sanrio pals remain a popular force on mobile, so the arrival of another game isn't particularly surprising. This time, it's Hello Kitty Friends Match, which, as the name implies, is a match-3 puzzler. As is customary with the genre nowadays, beyond the levels, you can expect to work through the story while bringing colour to a darkened village and restoring it to its former glory. 24 Cats & Soup: Magic Recipe Developer: Hidea Platforms: iOS and Android Country: Canada, Indonesia, the UK, and the US Cats & Soup has made a name for itself in recent times with its lovely aesthetic and focus on feline companions. While it's still a fairly familiar idle RPG, the focus on cosiness helped it stand out from a massive crowd. Evidently buoyed by its success, a spin-off called Cats & Soup: Magic Recipe is now in the works. Once again, the team are taking on a familiar mobile genre, bringing some warm-fuzzy cuteness to the merge-and-match realm. The aim is to cook delicious recipes, build a lovely home for your kitties, and make friends with new cats. Subscribe to Pocket Gamer on 25 Mobile Legends: Bang Bang Lite Developer: Moonton Platforms: Android Country: Algeria, Egypt, Nigeria and South Africa The Lite version of mobile games is something we've seen previously, with PUBG Mobile Lite being the example you're likely most familiar with. Predominantly, this is a stripped-back version designed with lower-spec devices in mind. From a business and consumer perspective, it means more people can play something than before, which is usually a good thing. Mobile Legends: Bang Bang Lite then, will let more people enjoy Moonton's excellent MOBA. 26 Disney Magic Match 3D Developer: Jam City Platforms: iOS/Android Country: German, the UK, Argentina, Chile, Mexico, the Philippines, Uruguay The humble match-3 will likely never lose popularity on mobile. It's simple to understand and great for playing on the go since it hits a nice spot between relaxing and engaging the brain. It's not surprising, then, that we often have big franchises delve into the genre. The latest to try their white-gloved hand is Disney with Disney Magic Match 3D. In it, you'll remove colourful clutter. No, really. Check out Catherine's preview to learn more. 27 Game of Thrones: Dragonfire Developer: Warner Bros Platforms: Android Country: The Philippines, Indonesia, Sweden, Austria, Norway, Denmark, Finland, Malaysia, and Switzerland. While George R R Martin might have no interest in finishing his own book series, there is still plenty of Game of Thrones content to enjoy. Dragonfire is the latest, a tile-based strategy game that lets you put the titular fire-breathing winged beasties to work. But it's not simply sending them into battle. You will hatch and train them, taking your little fiery friend from a cute baby to a creature capable of barbecuing enemy villages. Subscribe to Pocket Gamer on 28 Mattel Match: Toybox Unlocked Developer: Uken Platforms: iOS/Android Country: Canada, Denmark, Finland, France, Sweden and the Philippines Mattel Match: Toybox looks to bring together the company's many toys under one roof, including Uno, Masters of the Universe and, of course, Barbie. How? You might ask. Through match-3 puzzling, that's how. Subscribe to Pocket Gamer on 29 Autogun Heroes Go Developer: Nitro Games Platforms: iOS/Android Country: Australia, Canada, Finland, United States Autogun Heroes Go is the latest entry in Nitro Games' alien blasting series. This time around, you'll engage in a spot of bullet hell action, dodging away from a hail of projectiles using your trusty jetpack before returning fire. It's all about putting your aerial dominance to good use. 30 Tower Dominion Developer: Nvizzio Creations Platforms: iOS/Android Country: Australia, Canada, New Zealand As you've likely already guessed from the name, we're talking tower defence here. Here, the slight twist on the usual formula is that, alongside setting up your various defences, you'll actually build the map your enemies will march down. Of course, that's something we've seen before, but it's a fun twist nevertheless. I'm quite fond of the visuals, which have a super clean and easy-to-read look that's just shy of qualifying as minimalist. Subscribe to Pocket Gamer on 31 Novafront Developer: Kakao Games Platforms: Android Country: The Philippines If you have a penchant for both questionably armoured, attractive women battling against giant mechs, then Novafront might be up your alley. Coming from Kakao Games (Valhalla Rising, Guardian Tales, and Goddess Order), it sees you leading your squad of robotic girls into battle to fend off the evil Quasers. To do so, you'll want to form squads that synergise well with one another while presumably upgrading their capabilities along the way. 32 Bingo Universe Developer: SciPlay Platforms: Android Country: Israel, The Philippines, Ukraine Bingo Universe takes the classic game into outer space. It also promises to bring a more strategic spin on the usual setup we're all familiar with by throwing in special objectives to complete. 33 Jurassic Survival War Developer: Phantix Platforms: Android Country: The US and Puerto Rico What's better than a survival game where you simply build up bases and expand your tribe? The exact same thing, but with a healthy dose of dinosaurs thrown in, of course. That's right. Not only will you have to contend with all the other unfortunate business of surviving in a perilous world, you'll also have T. rex knocking on your door, and I highly doubt they're rocking up to welcome you to the neighbourhood. That said, over time, you'll be able to add some of these magnificent creatures to your roster, and they'll help you fight off their less friendly brethren. 34 Coin Master - Board Adventure Developer: Moon Active Platforms: Android Country: India, United Kingdom, Romania, Canada, Sweden, Poland, The Philippines Given the immense popularity of Monopoly Go, it seemed inevitable that similar games would pop up eventually. Coin Master – Board Adventure from Moon Active is one such attempt. Having already achieved success with Coin Master, I'd imagine this will also do incredibly well. 35 Dark Shot Survival Developer: FunPlus Platforms: Android Country: Australia, Canada, France, Germany, the United Kingdom, the United States FunPlus, who you may know from State of Survival and DC: Dark Legion, among others, appears to be working on a new game. This one's called Dark Shot Survival and sees you building up a base to fend off night creatures (yes, they look like zombies to me, too). The whole thing seems to centre around a day/night cycle, wherein you spend the waking hours gathering resources and fortifying your base. Then, when the sun goes down, you'll need to fend off the zomb— sorry, night creatures, with all your might. 36 Dash & Clash: Tiny Heroes Developer: SayGames Platforms: iOS/Android Country: Belarus, Brazil, Cyprus, Israel, Poland, Puerto Rico, and the US Idle adventures are big business these days as more and more people become time-strapped yet still want that sense of progression. Dash & Clash: Tiny Heroes is SayGames' entry into that particular realm, and it looks affable enough. As you'd expect, you'll gather a little squad of heroes, level them up, and send them into battle against various bosses. On the surface, it doesn't appear to be doing anything groundbreaking, but not everything has to be, particularly when there's an audience ready and waiting to dive in. 37 Angry Birds Rush Developer: Rovio Platforms: Android Country: United States Angry Birds Rush sees Rovio's recognisable avians slinging themselves into a different genre. By the looks of things, Rush is an endless runner that sees you bouncing through various colourful locales all inspired by the series' many other games. It doesn't appear to be a straightforward runner, though, with slingshot elements still present to some extent. 38 Tom and Jerry Blast Developer: Steer Studios Platforms: Android Country: Brazil, India, Mexico, the Philippines, and Saudi Arabia There are few cartoon duos more iconic than Tom & Jerry. I'm not even a huge fan of them, but they'd certainly spring to mind if I had to name two long-standing cartoon rivals. It's that instant recognition that probably helped Steer Studios decide it was an IP worth working with. Tom and Jerry Blast is a puzzler that, based on the screenshots, sees you tapping your way through each level and using boosters if they ever become overly tricky. 39 Stormborn Era Developer: Puzala Platforms: Android Country: The Philippines, the US, Thailand, the UK, Ukraine, Germany, France, Italy and several others You wouldn't necessarily put sailing the seven seas and tower defence together, but that's exactly what Puzala is going for with Stormborn Era. In it, you take charge of Black Sam and his crew, defending their ship from the hordes of enemies that have nothing better to do with their time than attack a big boat. 40 Angry Birds Match Developer: Rovio Platforms: iOS Country: Finland Sometimes, a name is all you need to get the gist of what's going on, and Angry Birds Match is one such example. It sees our favourite grumbly tweeters (no, not those grumbly tweeters) in the usual match-3 setup. While it's not the most exciting of announcements, there's always a demand for these types of puzzlers, and a well-executed one is good fun. So I'm intrigued to see how this will turn out. 41 Hill Climb Racing 3 Developer: Fingersoft Platforms: Android Country: UK, Norway, Sweden, and Finland It's been almost ten years since Hill Climb Racing 2 launched, so it likely feels about time for a sequel for fans of wacky, physics-based driving. In the third instalment, you can expect plenty of special gadgets and handy boosts for increasing your performance on the bouncy track. There are also the plentiful customisation options on offer that any self-respecting racer needs. If we can't pimp our ride, what's the point? 42 The Sims Labs: Life Together Developer: EA Platforms: iOS Country: Italy, The Netherlands, Sweden It's a great time to be a Sims fan, what with all the content coming to the fourth iteration of the popular series, alongside MySim and MySim Kingdom arriving on Apple Arcade. And now we've got The Sims Lab: Life Together to look forward to. It sees you creating your own Sim before diving into its multiplayer world. There, you can play minigames with friends or channel your inner fashionista in competitions. But ultimately, it's all about the social side of life, which is nice. I guess. 43 Minecraft Blast Developer: King Platforms: iOS Country: Malaysia If I told you that King was making a Minecraft spin-off, then you'd be forgiven for assuming that it'd be a match-3 puzzler. Oh, actually, you wouldn't need forgiveness at all. Because you'd be right. Minecraft Blast is exactly that, likely bringing all the polish the Candy Crush developer is known for with a low-poly, blocky twist. 44 Temple Run 3 Developer: Imangi Studios Platforms: iOS/Android Country: Indonesia, the Philippines, Thailand and Turkey Aside from the obvious flock and little green candy-loving monster, there are few games more iconic on mobile than Temple Run. That's why the announcement of a third has got us excited here at Pocket Gamer. But do those simple yet effective mechanics stand up after all these years, or are massive changes needed? Well, check out Catherine's Temple Run 3 preview to see what she thought. 45 Warp Knights Developer: Vizta Games Platforms: Android Country: Canada and the United Kingdom Dubbed 'tower offense', Warp Knight is the latest effort from Vizta Games. It sees you building a squad of conventionally attractive women (because, why not? I suppose) before sending them into battle. But you can't just send them all in at once, blasting down your foes with reckless abandon. No, your decisions are made by playing cards, which take up a certain amount of energy to play. So, it'll be a case of trying to play the right one at the right time for maximum impact. 46 Fruit Ninja Adventure Publisher: Halfbrick Studios Platform: Android Country: Canada We all love Fruit Ninja, but if there's one criticism you can throw its way, it's that it didn't have much else going for it beyond slicing up fruit. Adventure looks to change this by introducing a level-based approach that sees you solving puzzles alongside stabbing melons. You can also unlock new weapons and abilities as you progress, presumably allowing you to dice a kiwi in untold ways. 47 The Sims Labs: Town Stories Developer: Vizta Games Platforms: Android Country: Canada and the United Kingdom The Sims is on a bit of a roll at the moment. 4 is still going strong. Apple Arcade has added two Sims games to its library, while Life Together is currently in soft launch. It's a good time to be a fan, it seems. So, what does Town Stories bring to the table? Well, as the name somewhat implies, you'll be building a town for all of your Sims to live in. It sounds like this partially plays out by completing questions, so we'll have to wait and see how much customisation is actually on offer. Knowing this series, it’ll likely still be a good amount, even if it’s slightly limited by the story. 48 Ring of Fire: Prometheus Publisher: Dimcroon Platform: Android Country: China Currently available in open beta in China, Ring of Fire: Prometheus is another action RPG in the Genshin mould. Beyond that, we don't know an awful lot straight from the developer's mouth. That said, there is plenty of footage out there if you're willing to look for it. 49 Girls Frontline: Fire Control Publisher: Sunborn Network Platform: iOS/Android Country: Indonesia, Malaysia, the Philippines, Singapore and Thailand The Girls Frontline series has proven incredibly popular over the years. Apparently, conventionally attractive women with guns will always do well. Who knew? Anyway, you can check out Catherine's Ahead of the Game to see if it's more than just a surface-level shooter. 50 Party Pop Bubblyz Publisher: Smilegate Platform: iOS/Android Country: Australia, the Philippines Cute little penguins running around an obstacle course in Fall/Stumble Guys fashion? Haven't we already seen this with Pudgy Party ? Apparently, Smilegate thinks they can do better, and personally, I'm all for it. Penguins are wonderful little creatures, and the more games where they're the star, the better. It sees you participating in 10-minute matches where the aim is to get your beak across the line first. 51 Clans of London Publisher: Well Played Games Platform: iOS/Android Country: Brazil, Canada, Indonesia, the Philippines, Poland, Romania, Thailand, and the US While Clans of London is set in the Vampire: The Masquerade universe, it doesn't use the usual RPG formula you might be expecting. Instead, it's a fast-paced CCG where you participate in five-minute bouts that only last seven turns. It's very much in the style of Marvel Snap, then, which is a great place to draw influence from. I only wonder if this particular setting has enough oomph behind it to get this one off the ground. Not everyone has the MCU to lean on, after all. 52 FairyTale Quest Publisher: Line Games Platform: iOS/Android Country: Canada, Indonesia, and Iran, among others FairyTale Quest is a roguelite action RPG in the style of something like Vampire Survivors. And its characters? Well, as you've likely guessed, they're all pulled from traditional stories. So you can expect the Big Bad Wolf and Red Riding Hood to fight by your side. They can put aside their differences for the greater good, it seems. Left Arrow 0 / 52 Right Arrow Stephen Gregson-Wood Twitter LinkedIn Stephen is Pocket Gamer's Deputy Editor and a lifelong gamer who will tell you straight-faced that he prefers inventive indies over popular big studio games while doing little more than starting yet another Bloodborne playthrough. Next Up : The best mobile games of 2026 so far (January 2026) See Comments Please enable JavaScript to view the comments powered by Disqus. Related The best mobile games of 2026 so far (January 2026) iOS + Android Best Netflix games available right now - From Into the Breach to Red Dead Redemption iOS + Android Best free games to play on your iPhone, iPad or Android Phone in 2026 - Updated iOS + Android The best mobile games of 2025 so far (December 2025) iOS + Android Best upcoming mobile games in 2026 iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://calebporzio.com/building-uis-with-livewire-add-multiple-emails-form | Building UIs With Livewire: Dynamic Input Group | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Building UIs With Livewire: Dynamic Input Group Apr 2019 Watch me walk through building a common UI component in Livewire. We'll be adding dynamic functionality to a page that allows users to send an "invite" to multiple emails. I've definitely come across this type of need in the past and don't think any other tool comes close to as clean, simple, and effective at building it as Livewire does. (If I do say so myself) My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/keep-notes-about-your-laravel-projects-scratch-md | How I Keep Notes About My Laravel Projects: scratch.md | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets How I Keep Notes About My Laravel Projects: scratch.md Sep 2017 In my day to day work, I find myself jotting things down about the project I'm working on constantly. Points I need to make at an upcoming meeting, a plan for completing a task, a list of areas of technical debt in the app. I end up with notes scattered between pieces of paper on my desk, Evernote, Bear, Wunderlist, you name it. Although I think Wunderlist and Bear are awesome, I needed a place to hold more fleeting thoughts about my specific Laravel projects. Here's what I came up with: /scratch.md via GIPHY It's simple, create a `scratch.md` file in your project's root, just like you do for `README.md`. Now you have a place to throw down thoughts, notes, todos, ideas, etc... I consider it a waiting room. I start by jotting things in my `scratch.md` file, then I either delete it when I no longer need it or move it to something more permanent/appropriate like Bear, Wunderlist, Jira, email? ### But what about version control? Because these notes are personal and don't belong in a repository, we need to `gitignore` them. The easiest thing to do is add it to your project's `.gitignore` file. Doing this for every project would get old - turns out you can ignore files in git globally. 1. Create a file at: `~/.gitignore_global` 2. Add `scratch.md` to the first line 3. Run: `git config --global core.excludesfile ~/.gitignore_global` There ya go, now you can scratch away in your new `scratch.md` file. Enjoy! My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/livewire-isnt-actually-live | Livewire isn’t actually “live” | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Livewire isn’t actually “live” Aug 2021 Livewire is a fake. It pretends to be something it’s not. When you use a Livewire component on a page in your app, it FEELS as if your browser has a LIVE connection to that component on the server. If a user clicks a button that changes a property in your component, everything updates as if there really is a “live” wire. This is all a facade. In reality, there is no long-running server instance holding the state of your Livewire components. There is no direct connection to your browser either. There is only plain old AJAX requests to and from your application. Because of this, each request made by Livewire from browser to server must include the last known, frozen “state” of the component. Behind the scenes, on the server, Livewire “hydrates” or un-freezes your PHP component and allows you to use it as if it’s been running on the server the entire time. Then after you’re done with it, Livewire will re-freeze or “dehydrate” your component into something it can send back to the browser for next time (JSON). Note that when I say “state”, I mean the current values of the properties on your component. If we were talking about a counter component, the “state” would be the “count” property. Here is an image taken directly from the Livewire documentation that should help you visualize this process: Having a proper mental model when using Livewire is extremely helpful for debugging issues and even just understanding the constraints of the tool itself. One constraint that was imposed on Livewire from the very beginning was: public properties can only be JSON-safe types (arrays, strings, integers, booleans, and null). This meant that you couldn’t just set a property like $items to a Laravel Collection instance. That property had to be a plain array. You might notice that that is no longer the case. Livewire now supports all sorts of non-JSON types: eloquent models, DateTime objects, Collection objects, etc… It does this by reducing those properties down to plain JSON when the component is “frozen” and then re-instantiating the object when the component is “un-frozen”. This all happens behind the scenes and further keeps up the facade that Livewire is actually “live”. The best way to understand this functionality is to open up your browser’s devtools while using Livewire and inspect the XHR (ajax) request/response payloads. All the information that Livewire needs to keep up this dog and pony show can be found there in plain text. Before we sign off, you might ask yourself: “Why not actually have an actual “live” wire to a backend PHP instance (using something like Swoole and Websockets)?” There are two answers: First: PHP is maturing in the “real-time” space, but still, most projects don’t have that kind of infrastructure set up to run their apps. It’s important to me that Livewire has a low barrier of entry and using web sockets and the like raise that barrier significantly. Second: those “real-time” paradigms introduce an entirely new set of tradeoffs like “what happens when a user loses connection?”, or “what happens if the server runs out of concurrent connection capacity?”, etc… These are all things Livewire doesn’t have to be concerned with at all. It’s just as simple and reliable (in terms of infrastructure) as any other AJAX request you make to your server. Hopefully this deeper knowledge helps you on your journey and gives you a little bit of insight into what’s happening behind the scenes to make Livewire feel so magical. TTFN, Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/introducing-laravel-helpers-file-package | Helper Functions: A Love Note (and a package) | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Helper Functions: A Love Note (and a package) Nov 2018 Dear Helper Functions, You are an escape. In a world of rigid object-orientation, you offer freedom and fluidity to my workflow. Composition? Inheritance? Namespacing? You don't concern me with such things, you keep it simple. Do you know how refreshing that is? To not have to ponder the meaning of life just to add some simple functionality? You are personal . You really know my application. You might not fit very well in other applications, and you're ok with that. You are fun. You don't take yourself too seriously. Not like those other language structures, with their patterns and best practices. Dogma eludes you, you don't get caught up in the twitter drama, you don't have time for that noise. You are simple. One way in, and one way out. No need to scroll around or hop between pages. I can read and understand you in one go. No need to bust out the map and compass. You are available. You don't need to be imported, you're already there, just waiting to be called. You are many things to many people, but most of all, you are helpful. Your friend, Caleb But seriously, I made a tiny, silly package because I add an app/helpers.php file to every Laravel project and I can never remember how to autoload them in my composer.json file. Matt Stauffer and I brainstormed this idea a while back, but never got around to building it. So rather than spending 1 minute looking at a different project or googling it, I can now spend one minute trying to remember what this package is called. Or if I'm feeling ambitious, add it to my Lambo config. Installation composer require calebporzio/laravel-helpers-file Usage Well.. that's it. Everything in app/helpers.php is now available globally in your app. Too lazy to add a app/helpers.php file? No worries: php artisan calebporzio:helpers (Bonus points for creating a resources/views/_helpers.blade.php file for some more javascript helper fun!) So there you go, rather than spending 1 minute looking it up, I spent an hour making this package and blog post. I hope at least 60 of you use this someday. 👋 My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/using-babel-without-the-build-inline-js-ftw | Using Babel Without The Build (Inline JS FTW!!!) | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Using Babel Without The Build (Inline JS FTW!!!) Sep 2019 Instead of reaching for Vue or React, I first see if I can solve my UI needs with plain old CSS (on top of Tailwind of course) and JavaScript. You can get a lot farther with them nowadays than you could back in the day. If I need to do something small, I'll typically add a little inline <script> tag and just do it right there. For example, let's show an alert message when a user clicks a button. <script> var button = document.querySelector('button') button.addEventListener('click', () => { alert('You Clicked Me!') }) </script> Notice my use of ES6 arrow functions for the click handler. This is fine in most modern browsers, but in lots of apps I work on, it's important to support legacy browsers like IE 11. This is the biggest pitfall of this approach. If I were writing this bit of code in a more robust JavaScript build setup (like laravel-mix), Babel would automatically transpile this arrow function so older browsers will recognize it. If you, like me, aren't willing to give up the simplicity of sprinkling JS inside script tags around your app. Here's a solution: Add the following two files from a CDN to the <head> section of your page: <script src="https://unpkg.com/@babel/ [email protected] /dist/polyfill.min.js"></script> <script src="https://unpkg.com/@babel/standalone/babel.min.js"></script> Now specify text/babel as the type of the script tag from before: <script type="text/babel"> var button = document.querySelector('button') button.addEventListener('click', () => { alert('You Clicked Me!') }) </script> This tells Babel to transpile and process the JavaScript inside these tags. This code will now run on browsers as old as IE 11. If you're interested in more info (adding babel configuration, using plugins, etc...), you can check out the docs page: https://babeljs.io/docs/en/babel-standalone Note: Babel will throw a warning that you shouldn't be using this in a production context. Your JavaScript will be slower because it's not pre-transpiled. I personally am not worried about the speed loss for my use cases, but definitely something to note. Another Note: I use Blade stacks to group my JavaScript snippets in the <head> or the bottom of the <body> tag. Otherwise, they will interrupt the page rendering. Hope you found this helpful, TTFN Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/cookie-run-kingdom/ | Cookie Run: Kingdom | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Cookie Run: Kingdom Get PG Awards 2023 Nominee! Publisher: Devsisters | Available on: iOS + Android Twitter Facebook Reddit Cookie Run: Kingdom Articles RSS Top List Best free games to play on your iPhone, iPad or Android Phone in 2026 - Updated By Stephen Gregson-Wood How To Cookie Run Kingdom codes (January 2026) By Shaun Walton How To Cookie Run Kingdom tier list [January 2026] By Mihail Katsoris How To Cookie Run: Kingdom Holiday Square event guide - All hidden object locations and answers By Cristina Mesesan How To Cookie Run Kingdom: Millennial Tree Cookie Toppings and Beascuits guide By Cristina Mesesan News Cookie Run: Kingdom opens the Arcade Arena and Winter Night Campfire in its December update By Tanish Botadkar Right Arrow Game Finder Browse our archive for thousands of game reviews across all mobile and handheld formats How To Cookie Run Kingdom: Elphaba Cookie Toppings and Beascuits guide [WICKED x CRK] By Cristina Mesesan How To Cookie Run Kingdom: Glinda Cookie Toppings and Beascuits guide [WICKED x CRK] By Cristina Mesesan Tips & Guide Cookie Run Kingdom: Chess Choco Cookie Toppings and Beascuits guide By Cristina Mesesan Top List Best RPGs for Android in 2025 - Roleplay in your pocket By Jon Mundy Feature The Wrapp - Things get appropriately spooky with fears, vampires and undead armies By Stephen Gregson-Wood How To Cookie Run Kingdom: Salt Cellar Cookie Toppings and Beascuits guide By Cristina Mesesan How To Cookie Run Kingdom: White Lily Cookie Toppings and Beascuits guide By Cristina Mesesan News Cookie Run: Kingdom will introduce a new Beast Raid and more in its upcoming update By Tanish Botadkar News CookieRun: Kingdom's new Beast Yeast update is out now with the debut of Silent Salt Cookie By Iwan Morris Tips & Guide Cookie Run Kingdom: Charcoal Cookie Toppings and Beascuits guide By Cristina Mesesan Tips & Guide Cookie Run Kingdom: Silent Salt Cookie Toppings and Beascuits guide By Cristina Mesesan News Cookie Run Kingdom set to debut major new update featuring Silent Salt Cookie By Iwan Morris Top List Top 25 gacha games for Android in 2025 By Ivan Spasojevic Tips & Guide How to use Laughing Emoji in Guild Hall in Cookie Run Kingdom By Cristina Mesesan Top List Best iOS games to play on your iPhone in 2025 By Will Quick Tips & Guide Cookie Run Kingdom: Doughael Toppings and Beascuits guide By Cristina Mesesan Tips & Guide Cookie Run Kingdom: Menthol Cookie Toppings and Beascuits guide By Cristina Mesesan Top List Best iPad games you can play for free in 2025 By Anthony Usher Tips & Guide Cookie Run Kingdom: Seltzer Cookie Toppings and Beascuits guide By Cristina Mesesan Tips & Guide Cookie Run Kingdom: Grapefruit Cookie Toppings and Beascuits guide By Cristina Mesesan How To Cookie Run Kingdom: Lime Cookie Toppings and Beascuits guide By Cristina Mesesan How To Cookie Run Kingdom: Jagae Cookie Toppings and Beascuits guide By Cristina Mesesan How To Cookie Run Kingdom: Manju Cookie Toppings and Beascuits guide By Cristina Mesesan Top List Best gacha games for iPhone By Mihail Katsoris Next | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/gadgets-and-tech/ | Gadgets & Tech | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Gadgets & Tech RSS Handset Review Honor Magic8 Pro review - "A phone for pictures" By Jupiter Hadley Hardware Review Status Audio Pro X review - "Great sound quality and noise cancelling" By Jupiter Hadley Hardware Review Boox Note Max review - "Top-notch productivity and gaming without the eye strain" By Catherine Dellosa Hardware Review Gunnar Cruz, Spider-Man Miles Morales Edition glasses review - "Made for teens, but oddly perfect for me" By Catherine Dellosa Hardware Review Gunnar Roswell Alienware Glasses review - "Futuristic statement piece" By Jupiter Hadley Hardware Review The Grinch Plush Wireless Headphones review - "They sure are comfortable" By Jupiter Hadley Right Arrow Game Finder Browse our archive for thousands of game reviews across all mobile and handheld formats Hardware Review Santa Jack Skellington Cable Guys review - "Large and well themed" By Jupiter Hadley Hardware Review Gunnar Mammoth Glasses review - "Larger glasses for computer use" By Jupiter Hadley Hardware Review Krafted Couch charger review - "Great way to charge!" By Jupiter Hadley Hardware Review Flydigi Vader 5 Pro Controller review - "A stylish device with performance issues" By Jack Brassell Hardware Review Sliding Sonic Cable Guy Holdems Mini review - "Gotta Go Fast!" By Jupiter Hadley Hardware Review Maono PD200W microphone review - "A versatile all-rounder with an attractive price tag" By Iwan Morris Hardware Review Tessan Voyager 205 travel adapter review - "Universal all-in-one charging - if you can get the outlet to fit" By Catherine Dellosa Hardware Review X Rocker Sparta RGB gaming chair review - "A comfy chair that also has lights... yay?" By Stephen Gregson-Wood Hardware Review Gunnar Borderlands 4 Moxxi Glasses review - "Cyberpunk fun" By Jupiter Hadley Hardware Review iWALK Mini Portable Charger review - "Small but cute charger" By Jupiter Hadley Hardware Review TMNT Raphael Cable Guy Holdems Mini review - "Small display for your devices" By Jupiter Hadley Hardware Review OXS Thunder Pro+ gaming speakers review - "Flashy sound, with a twist on 'surround'" By Catherine Dellosa Hardware Review Gunnar World of Warcraft Sylvanas Glasses review - "Video game-inspired but still sleek!" By Jupiter Hadley Hardware Review iWALK Reel Power Bank review - "Fast charging with its own cable!" By Jupiter Hadley Hardware Review Gunnar Monterey Glasses review - "Sleek design, perfect to stop eye strain" By Jupiter Hadley Handset Review Redmagic 11 Pro review - "Cooler, faster, and somehow just…better!" By Cristina Mesesan Hardware Review OpenRock Link 20 Headset review - "A sick headset that converts into earbuds" By Jack Brassell Hardware Review Cable Guys Buds Pro The Nightmare Before Christmas Jack Skellington review - "A little Jack!" By Jupiter Hadley Hardware Review RIG R5 Spear Pro headset review - "All about the sound, less about the frills - and that's a good thing" By Catherine Dellosa Hardware Review Gunnar The Witcher: Ciri glasses review - "Cintra-style eye comfort, if your temples can manage" By Catherine Dellosa Hardware Review TOZO PE1 review - "Small but packs a punch!" By Jupiter Hadley Hardware Review Pumpkin King Cable Guy Phone Holder review - "A fantastic figure!" By Jupiter Hadley Hardware Review Gunnar The Witcher: White Wolf glasses review - "Keeping your eyes strain-free across The Continent" By Catherine Dellosa Hardware Review Gunnar Echo Glasses review - "Lightweight and stylish" By Jupiter Hadley Next | 2026-01-13T08:48:43 |
https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#__docusaurus_skipToContent_fallback | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. The following rules apply: New Categories cannot be created Each Category must contain at least one Status The last remaining Status in a Category cannot be deleted Status labels and ordering within a Category can be modified Permissions for Status Changes Permission Rules When permissions are enabled: Statuses in the Development and Live Categories can be applied by any user with access to the Project Statuses in the Completed and Archived Categories can only be applied by users with the Publisher permission Only Publishers can create, and modify Feature Statuses in the Project Settings Edit this page Last updated on Jan 9, 2026 Previous EdgeDB (Stored Custom Properties) Next Stale Feature Notifications Statuses Status Categories Development Live Completed Archived Changing Status Moving a Feature to Completed Reverting to Development or Live Viewing Features by Status (Kanban View) Managing Statuses Project Settings Permissions for Status Changes DevCycle Dashboard Blog Privacy Policy Twitter Discord GitHub Copyright © 2026 DevCycle. All rights reserved. | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/best-games/free-mobile-games/ | The best free mobile games to play on your iPhone, iPad or Android phone | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Best Games Best free games to play on your iPhone, iPad or Android Phone in 2026 - Updated By Stephen Gregson-Wood | Jan 12 iOS + Android Our list of the best free mobile games Twitter Facebook Reddit Left Arrow 0 / 25 Right Arrow Updated on January 12th, 2026. This list compiles the best free mobile games that you can play on your iPhone, iPad or Android phone - and we've done our best to keep it right up to date. We've got everything from radical roguelikes to radish platformers, and we stop off at plenty of places in between, but the most important thing is that all of these are high-quality games that are totally free to download on your phone or tablet right now. How did this list of 'best free mobile games' come to be? We originally started this list because a bunch of developers came forward, offering up their normally premium titles for free as a result of the increased isolation of society due to Covid-19. Over time, the list has evolved into a selection of the finest free mobile games, be that free to start, free to play, or just plain free. We've deliberately tiptoed around some of the bigger names (which you're probably already familiar with), and we've also tried to mix up the genres that are in there to make sure it helps you out, whatever your playing preferences. We're also updating it regularly, so that if you do find yourself here again in future, you'll find a fresh-faced, carefully curated list of fantastic free mobile games. Best upcoming mobile games ! So, what we'll do here is compile and regularly update a list of the best free mobile games - including discounted premium and free-to-play games - which you can grab right now for your iPhone or Android device. As with everything, some of these discounts are limited-time or can change rapidly, so we'll do our best to keep the post updated - but if we do miss anything, then do feel free to reach out to us and let us know in the comments below. But for now, click on the big button below to start finding out the current best free mobile games to play on your iPhone or Android device. Click Here To View The List » Deadword Subscribe to Pocket Gamer on Let's kick this off with a massive swing from leftfield in Deadword, a phenomenal post-apocalyptic zombie survival game that's actually... a word game. Deadword is an incredibly clever title. The developer managed to take the age-old idea of a Word Ladder - where you change a letter on a word to make it another word in order to create a ladder or bridge between two words - and applied it to a fantastic, zombie survival setting. To move around in Deadword you'll change out the word you have selected to transition to other objects, these objects are often just points where you stand in a room, but are sometimes bonus items and power-ups that'll protect you against the zombies. The trickiness comes in that the zombies are also moving along the ladder, or are currently words that are in your way. For example, you'd lose one of your limited lives if you move from Sort to Part if it goes through a zombie-occupied Port. Download now! Deadword Genshin Impact Subscribe to Pocket Gamer on Possibly one of the most hyped free mobile games of recent years, Genshin Impact - known for its sweeping green landscapes reminiscent of Zelda: Breath of the Wild - has definitely earned its place in this list. Within days of launch, there are floods of people praising its clever use of gacha as much as they are praising its vast worlds, and frankly, it sounds well worth the effort of a quick, free download. Since it earned a GOTY award when it was released, it's clear why it is worth a try in our books. Read our Genshin Impact tier list , and you can use any of the Genshin Impact codes that we have! There is also a guide for every character - just search for the ones that interest you. Download now! Genshin Impact Brawl Stars Subscribe to Pocket Gamer on Another game that's been very popular in the last couple of years, for a good reason, is Supercell's wonderkid - Brawl Stars. This battle royale features over 80 different brawlers that you can pick and head right into the fray. Of course, at the beginning, you'll have a few, and after a while, that number will keep increasing incrementally. You can pull out the credit card and get them right away, but that will cost you dearly, and not only that, you won't have anything to aim for then. So, keep it slow and steady, play one round at a time for free and get the gifts as they come. The graphics are cute and cartoonish, and you'll look at the combat from an isometric perspective, while the gameplay is as smooth as a kitten dropping down the gutter. Figuratively speaking. Download now! Brawl Stars Blue Protocol: Star Resonance Subscribe to Pocket Gamer on If you enjoy the set-up of gacha RPGs, but don't enjoy the way they usually poke and prod for your cash, Blue Protocol: Star Resoance is worth checking out. With all the usual trimmings found in the genre, the only thing it lacks is the actual gacha system. That leaves you free to enjoy the combat, which is fantastic, particularly if you have a preference for getting up and close and personal with your enemies. Not only does each swing and stab feel great, but successfully dodging at the right time allows you to unleash spectacular counters that are a visual treat. Read our Blue Protocol: Star Resonance review if you'd like to learn more about it. Download now! Blue Protocol: Star Resonance Monster Hunter Now Subscribe to Pocket Gamer on Monster Hunter Now is a new location-based game by the creators of Pokémon Go, another one on this list. Using your physical location, you can fight off monsters and collect various objects around the map. These monsters then drop items that allow you to upgrade your weapons and armour, as well as progress within the storyline, levelling you up and unlocking bigger, badder monsters to take on. There is something so fun about location-based games, especially ones by Niantic that have a big get-out-and-play vibe. If you are interested in Monster Hunter Now, you can check out our MHN codes before you make an account! Download now! Monster Hunter Now Cookie Run: Kingdom Subscribe to Pocket Gamer on RPG combat meets town-builder in this entry into the Cookie Run series. Not only that, but they've managed to softly layer gacha mechanics and a baked-goods twist on the classic good-vs-evil plotline into the mix, and it all cooks out wonderfully. In case this 'cookie' fits into your cup of tea, we have articles to help you get a good headstart. CRK coupon codes , Cookie Run Kingdom tier list are just some of the many! Read our Cookie Run: Kingdom review Download now! Cookie Run: Kingdom Pokemon GO Subscribe to Pocket Gamer on It's hard to have any sort of a list of the finest free mobile games without tilting the torch toward the location-based, Pokemon Go. It took the world by storm when it first launched in 2016 and has only gone from strength to strength since. It now features weekly and monthly events, as well as the raid and battle systems which ensure that you've always got something to do. It also managed to survive national lockdowns through quick work from the development team. Phew. Collecting them all won't be easy, especially if you're alone on that quest, so use some of the Pokemon Go friend codes to find some pals to share the fun with! As a bonus, we have Pokemon Go promo codes that you can redeem and get a better headstart! Download now! Pokemon GO Warhammer 40,000: Tacticus Subscribe to Pocket Gamer on My friends and family would disown me if I didn't add Tacticus to the list of best free games, considering how much time I've spent playing it. Fans of the WH40K will be pleased to know that most of their favourite factions have dedicated campaigns as well, and there's a mini story behind each one with an exceptional boss fight at the end of each one. You'll lead a party of five characters, probably belonging to the same faction, because of the bonuses you'll get. Besides the standard ultramarines, you can lead chaos armies (Emperor forbid!), Nekrons, Tyranids, and others. Besides campaign, you can engage in PVP combat where after a while, you'll get stuck around your deserved rank Developers are very active, and they are always opening up new events and adding new troops, so there's always something to keep you busy. Download now! Warhammer 40,000: Tacticus Whiteout Survival Subscribe to Pocket Gamer on Whiteout Survival is a city builder set in a freezing land, and hence the survival in the title. You'll try to build a village where people can survive and prosper if possible. It's a lot different from other similar city builders, strategies and survival games because it combines all of those elements, and you can't ignore any of them. For example, your main building is actually a huge furnace that keeps the citizens warm. If you run out of coal, the furnace stops working, people can get sick, and that can decimate your entire village. If you focus too much on the economy bit, and not the military, for example, you won't be able to progress through the main campaign. That nice juicy blend of diverse things you need to focus on is exceptionally well made, and hence the millions of people that play it at the moment. We have some Whiteout Survival codes that will ensure you have a nice start, use them in case you start playing. Download now! Whiteout Survival Roblox Subscribe to Pocket Gamer on Probably the most popular 'game' in the world at the moment. Of course, some may argue that it's rather a setting or a platform than a full-blood game, but it matters not. Roblox is here to wear the crown nevertheless. For those of you unfamiliar with it, it started off looking like Minecraft, but it stepped off to become a platform where everyone can create their own title. You'll see hundreds of fighting games on Roblox as well as shooters, tycoons, racers, whatever you can think of. There's almost certainly no kid out there that doesn't like at least a couple of the experiences you can find in Roblox. It's also pretty safe for kids to play it, so you don't have to stare at what they are doing all the time. Download now! Roblox Pokémon Trading Card Game Pocket Subscribe to Pocket Gamer on Since its release, Pokémon TCG Pocket has come a long way when it comes to the actual PvP setup. At first, there was no ranked system, and one or two decks dominated the meta. Now, there's a little bit more variety, making going head-to-head with other players infinitely more appealing. Of course, certain decks will always rise to the top, but I no longer feel like I'm always battling against the same one every time. And weirdly, that particular improvement is merely the cherry on top of the cake. The appeal of Pokémon TCG Pocket has always been in the simple act of getting new cards. Developer DeNa has nailed the thrill of ripping into a booster pack through stellar animations. Everything from tracing your finger along the top to tear it open, to pulling a rare card, captures that childhood excitement we all still feel deep down when we get something fancy. Download now! Pokémon Trading Card Game Pocket Stumble Guys Subscribe to Pocket Gamer on Stumble Guys is a mobile version of a game with a similar name that takes a bunch of different players into a variety of knockout party titles, where you can find yourself stumbling, sliding, and knocking others off the edge of the area! There are a lot of different races and battles, as well as team modes in Stumble Guys, which can really bring a lot of gameplay to your mobile device. There has been growing popularity for it, which brings more players to compete against! Download now! Stumble Guys Acecraft Subscribe to Pocket Gamer on While the Cuphead comparisons are inevitable, which is why I've mentioned it straight away, Acecraft deserves its own props. Not only does it look absolutely fantastic, but it's incredibly fun too. It sees you taking to the rubber-hose animated skies to shoot down waves of enemies and tricky bosses in classic bullet hell shooter fashion. It gets fast and frantic at times, which only makes it more satisfying when you successfully clear stages without taking a hit, having expertly weaved your way through a hail of projectiles. Download now! Acecraft GrandChase Subscribe to Pocket Gamer on Grand Chase is a free, side-scrolling RPG absolutely full to the brim with colourful, varied characters. When it comes to the brawler/shoot-em up battle formula, there simply isn't another game out there that even comes close. Better yet, it's been going for so long now that there's hundreds of hours of content built into it... and that's before we even talk about the hero variety. Download now! GrandChase Among Us Subscribe to Pocket Gamer on Innersloth's now-iconic title Among Us was about to become a footnote in the company's history after three years of middling performance when, with the announcement of a sequel, interest in the first title suddenly surged. While the PC version of the game costs albeit a rather affordable 3.99, the mobile version is completely free to play. For those of you who don't know about how it works, much like Mafia/Werewolf or many Space Station 13 modes, there are a bunch of human players placed in a situation who must work together to identify the imposter among them. Among Us is lauded due to its accessibility and ease of play, but for us, it's the mini-game tasks that really make it stand out from the competition - that and the silly execution animations. Download now! Among Us Hearthstone Subscribe to Pocket Gamer on So many years after its release, Hearthstone is still the best free card game on mobile phones, hands down. Heroes of Warcraft are still burning and churning through the phones, with new expansions, events and cards being released every now and then. What I love is that there are mods for new players, and old ones. If you're just starting, you'll try events that don't require that many cards, while older players will brag with their well-earned decks and unique cards that will brighten your day with their golden glow, even if you're losing. There are also PVE adventures every now and then, if you get tired of constant brawl with other players. Download now! Hearthstone Go Go Muffin Subscribe to Pocket Gamer on We're all aware of the very nature of MMORPGs - it means endless farming and tiresome grinding just to get to a level that's acceptable enough to help you survive on your journey. But what if you could embark on your epic fantasy adventure by lazing around and letting the auto-battles do the work for you? Go Go Muffin offers all that and more - plus, there's a spunky cat named Muffin that's basically the embodiment of positivity in a world that's coming to an end. Despite the Ragnarok setting, it's all sunshine and butterflies here, and why wouldn't it be given all the adorable creatures around you? Collect Melomon pets, join a guild with your best buddies, or simply hang out around the campfire and rake in all those AFK rewards - the apocalypse has never been this cosy. Download now! Go Go Muffin Battle Legion Subscribe to Pocket Gamer on Auto-battlers and PvP experiences are hardly something new, but Battle Legion combines style, charm and strategy in a fairly fresh-feeling way. Due to the importance of fine placement, unit levels, runes and more, it makes it a hard game to look away from - there's a massive, simulation-style pull to micromanage, tweak and refine in order to find the perfect strategy for your current units. Download now! Battle Legion Oddman Subscribe to Pocket Gamer on Sling, fling and... gather bling? This is an incredibly simple action-platformer about drag-slinging Oddman around a stage to defeat enemies and collect coins. Its charm comes in a combination of wacky, early-modern-mobile physics and small, single-screen level design. Oh, that and the levels and the enemies within them are both goofy and brightly coloured. It's a fantastic detox from something heavy, and with its low, low entry price of zero, there's no reason to not pick it up and give it a go. Download now! Oddman Idle Heroes Subscribe to Pocket Gamer on Idle Heroes was one of the first big mobile idle-RPG games to launch and it's been going from strength to strength in the time since then. As its been a 'live' (very live, if you ask me) product since it first released there've been so many activities, seasons and content updates that there's hundred and hundreds of heroes to try and recruit. Whether you've been looking around for a new idle RPG, or you want to get into the genre. There's simply not a better place to start than Idle Heroes. Download now! Idle Heroes Life in Adventure Subscribe to Pocket Gamer on If you're passionate about classical D&D RPGs, the closest thing you could find that features single-player mode is most definitely Life in Adventure. You're basically given an initial scenario and it's up to you to decide the outcome of your life. There are so many twists, turns and unexpected actions that every RPG fan will find in Life in Adventure - it's an experience that's engaging, fun, and oh-so-addictive. It doesn't require anything but your free time, so it's a clear winner in our books! Download now! Life in Adventure Democratic Socialism Simulator Subscribe to Pocket Gamer on If you're into political games, Democratic Socialism Simulator might be for you. It sees you taking on the role of the first socialist president of the United States. You'll have to manage taxes, tackle issues without upsetting voters and be aware that your allies may turn on you. Please note - this is only free on iOS. Download now! Democratic Socialism Simulator Indies' Lies Subscribe to Pocket Gamer on If you're a fan of card-based roguelikes, then you'll definitely want to check out Indies' Lies. It tasks players with battling through randomly generated encounters while building the most powerful deck they can along the way. Best of all, you won't feel limited by the presence of a paywall , despite the game being free-to-play with in-app purchases. Download now! Indies' Lies Call of Dragons Subscribe to Pocket Gamer on Being made by FARLIGHT, Call of Dragons is definitely a large-scale affair. You'll find yourself in an all-new fantasy world with the goal of taking it over. Things start out with the small fledgling kingdom that you'll grow through resource gathering and effective management. Once you have some resources to spare, you can begin building your army for the purpose of protecting your land while leading a campaign against enemy forces. Though your army can be large and impressive, know that you can summon dragons to rain down fire and conquer through crushing! Download now! Call of Dragons Pako Caravan Subscribe to Pocket Gamer on The next entry in the Pako series is here, and it's a little bit different than its predecessors, although interestingly, it actually takes us back to the days of the earliest mobile games. Pako Caravan merges up Pako's funky, brightly-coloured drifting with the simple mechanics of Snake. You'll snake around cheerful, busy maps, creating convoys (or, some might say, caravans) of vehicles as you try to create as long a chain as possible. Download now! Pako Caravan Left Arrow 0 / 25 Right Arrow Stephen Gregson-Wood Twitter LinkedIn Stephen is Pocket Gamer's Deputy Editor and a lifelong gamer who will tell you straight-faced that he prefers inventive indies over popular big studio games while doing little more than starting yet another Bloodborne playthrough. Next Up : Top 52 best soft launch mobile games for iPhone, iPad or Android Related Best Netflix games available right now - From Into the Breach to Red Dead Redemption iOS + Android Top 52 best soft launch mobile games for iPhone, iPad or Android iOS + Android + Digital Board Games The best mobile games of 2026 so far (January 2026) iOS + Android The best mobile games of 2025 so far (December 2025) iOS + Android Best upcoming mobile games in 2026 iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! 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https://www.pocketgamer.com/seven-knights-re-birth/tier-list/ | Seven Knights Re:BIRTH tier list | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Tier Lists Seven Knights Re:BIRTH tier list By Cristina Mesesan | Jan 7 iOS + Android | Seven Knights Re:BIRTH If you're confused about which heroes to invest in, our Seven Knights Re:Birth tier list ranks all the Rares and Legendaries to help you craft a solid team. Twitter Facebook Reddit Left Arrow 0 / 2 Right Arrow Updated on January 7th, 2026 - Version: 1.11.15 - Added: Sun Wukong, Gelidus, Melia, Ah, RNG gachas - can't live with them, can't live without them. It's always a challenge leaving the fate of your team to Lady Luck, but if and when you do strike gold, how do you actually decide which heroes are a steal and which aren't worth investing in? That's what our Seven Knights Re:Birth tier list is all about, because we've ranked all the Rares and Legendaries into tiers based on how well they perform in PvP and PvE. A few things to know before we dive in... Unlike many other gachas out there, rerolling isn't an absolute must in Seven Knights Re:Birth. The heroes you get for free - plus the ones you get from summoning a few times - will surprisingly be good enough. As you will see on the following pages, Legendaries and Rares are the only two rarities you need to care about. The Legendaries are the best ones, while the Rares are the decent ones. You will start with a few guaranteed Rares that are exceptional, so if you don't plan on spending an eternity trying to get one specific hero, you can progress in PvE just fine with them. Which are the best heroes in the game? Depending on the content you want to clear, some of the heroes are arguably better than others. Obviously, you'll want to level up the best ones that rank higher here, but keep in mind that the meta could change. So, I recommend you keep some resources in your back pocket in case a new top hero comes that needs some attention. And speaking of keeping resources within reach, make sure you redeem the latest Seven Knights Re:Birth codes too - they'll give you free heroes and plenty of goodies to keep your team in tip-top shape! Legendary tier list | Rare tier list Original article by Cristina Mesesan. Updated by Mihail Katsoris. Click Here To View The List » Legendary heroes tier list Hero Name PvE PvP Raid Castle Advent Sun Wukong S S++ S S+ S+ Melia S S+ A S+ S+ Gelidus S S - - - Dellons S S A+ - - Freyja S+ S+ S+ S+ S+ Spike A A - - - Jave S S - S - Kris S+ S A - - Kyrielle S S - - A+ Vanessa S+ S+ S - - Mercure S+ S+ A+ - - Colt A S+ - - - Platin A S+ - - - Ace S+ S S - - Rin S S+ - - - Teo S+ S+ S+ S S Yeonhee S+ S+ - S+ - Karma A S+ - - - Orly C S - - - Silvesta S S - - - Biscuit A C - - - Taka A C - - - Velika S C - - - Rook A A - - - Chancellor C S+ - - - Alice S S+ A - - Aragon C A - - - Ruri A A - - - Nia A S - - - Espada C C - - - Shane A C - - - Sieg C C - - - Ballista C A - - - Lina S+ S+ S - S+ Daisy C C - - - Yu Shin S+ S+ A+ S - Bidam C C - - - Pascal A B - - - Knox A+ S - - - I will start off by mentioning Knox, a very good tank overall for PvE and PvP. After I acquired him, he's been a must-place for every content I cleared early on in the game. He is exceptional thanks to his taunt and immunity to damage, which, as you can tell, comes in handy. Rachel and Ace are two of the most commonly built heroes for the early game. They do quite well from the perspective of a buff/debuff support, since they can lower the enemy DEF or boost the team's DEF. If you want to deal AoE damage, mainly in PvE, you want to try and get Teo. Teo is one of the best heroes in Seven Knights Re:Birth. At max rank, he gains 100% Crit Rate, and not only that. It's one of the heroes you should try to pull whenever they have their rate increased in the gacha. Rare heroes tier list Hero Name PvE PvP Raid Castle PvP Evan S+ A A S+ - Karin A A - B A- Yuri C C - - - Li S A B - A Yui S+ A A+ S+ A Ariel A C - - - Jupy C C - - - Snipper C C - - - Hellenia C B - - - Heavenia C C - - - Karon S C A - B+ Victoria A C - B+ - Lucy A B - - - Sylvia C B - - - Joker C C - - - May C C - - - Noho S C A- - B Chloe A A B B+ - Jane C C - - - Black Rose C C - - - Sera B C - - - Catty C C - - - Jin B B - - - Rei B C - - - Soi C C - - - Feng Yan S B A- - A Asura C C - - - Hokin C C - - - Rahkun C C - - - Leo B B - - - Bane C B - - - Cleo B B B - B+ Lania B B - - - Sarah C C - - - Evan, Yui, and Lucy are some of the best rares you could use as support. They can provide various buffs (be they defensive or offensive), including heals. If you don't have a Legendary that can do their job better, then going for one of these is what I recommend. Also, it helps that you can get them guaranteed. Yui could be (arguably) one of the best among those 3, since her heals are massive, and she can also offer immunity to burn. She also has a revive, in case it's necessary. As for AoE damage, if you happen to get Rei, he can be extremely reliable. He can apply poison in the form of damage over time, which is huge when it comes to enemies with a lot of health. And that's all we have for our Seven Knights Re:Birth tier list. It always pays off to have the best lineup no matter the genre, which is why you might be interested in our Acecraft tier list , or even our Dragon Ball: Gekishin Squadra tier list too to help you build the ultimate squad! Download now! Seven Knights Re:BIRTH Left Arrow 0 / 2 Right Arrow Cristina Mesesan Cristina is a lifelong gamer who also loves digital art, she's worked as an animator and tried some game level designing in Unity. Her biggest passion is pixel games (Stardew, To the Moon), and she adores writing and sharing her knowledge about games. Next Up : Tap Force tier list of all characters that you can pick Related Seven Knights Re:Birth codes for free hero selectors iOS + Android Seven Knights Re:Birth summons the power of the valkyries with [Warrior of Peace] Freyja iOS + Android Seven Knights Re:BIRTH adds Trude and Ryan in its latest content update iOS + Android Seven Knights Re:Birth lets you bop your head to the beat with new “Pop Idol” Yeonhee costume iOS + Android Seven Knights Re:Birth introduces new legendary hero and half-year anniversary events iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://github.com/GoogleChromeLabs/squoosh/blob/dev/README.md#privacy | squoosh/README.md at dev · GoogleChromeLabs/squoosh · GitHub Skip to content Navigation Menu Toggle navigation Sign in Appearance settings Platform AI CODE CREATION GitHub Copilot Write better code with AI GitHub Spark Build and deploy intelligent apps GitHub Models Manage and compare prompts MCP Registry New Integrate external tools DEVELOPER WORKFLOWS Actions Automate any workflow Codespaces Instant dev environments Issues Plan and track work Code Review Manage code changes APPLICATION SECURITY GitHub Advanced Security Find and fix vulnerabilities Code security Secure your code as you build Secret protection Stop leaks before they start EXPLORE Why GitHub Documentation Blog Changelog Marketplace View all features Solutions BY COMPANY SIZE Enterprises Small and medium teams Startups Nonprofits BY USE CASE App Modernization DevSecOps DevOps CI/CD View all use cases BY INDUSTRY Healthcare Financial services Manufacturing Government View all industries View all solutions Resources EXPLORE BY TOPIC AI Software Development DevOps Security View all topics EXPLORE BY TYPE Customer stories Events & webinars Ebooks & reports Business insights GitHub Skills SUPPORT & SERVICES Documentation Customer support Community forum Trust center Partners Open Source COMMUNITY GitHub Sponsors Fund open source developers PROGRAMS Security Lab Maintainer Community Accelerator Archive Program REPOSITORIES Topics Trending Collections Enterprise ENTERPRISE SOLUTIONS Enterprise platform AI-powered developer platform AVAILABLE ADD-ONS GitHub Advanced Security Enterprise-grade security features Copilot for Business Enterprise-grade AI features Premium Support Enterprise-grade 24/7 support Pricing Search or jump to... Search code, repositories, users, issues, pull requests... --> Search Clear Search syntax tips Provide feedback --> We read every piece of feedback, and take your input very seriously. Include my email address so I can be contacted Cancel Submit feedback Saved searches Use saved searches to filter your results more quickly --> Name Query To see all available qualifiers, see our documentation . Cancel Create saved search Sign in Sign up Appearance settings Resetting focus You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert {{ message }} GoogleChromeLabs / squoosh Public Notifications You must be signed in to change notification settings Fork 1.8k Star 24.6k Code Issues 148 Pull requests 91 Actions Projects 0 Wiki Security Uh oh! There was an error while loading. Please reload this page . Insights Additional navigation options Code Issues Pull requests Actions Projects Wiki Security Insights Footer © 2026 GitHub, Inc. Footer navigation Terms Privacy Security Status Community Docs Contact Manage cookies Do not share my personal information You can’t perform that action at this time. | 2026-01-13T08:48:43 |
https://calebporzio.com/quick-sketch-tip-easier-pen-tool-drawing-by-simply-zooming-in | Sketch Tip: Easier Pen Tool Drawing By Simply Zooming In | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Sketch Tip: Easier Pen Tool Drawing By Simply Zooming In May 2019 Lately, I've been spending a lot of time in Sketch . I'm not a designer by trade, but I definitely know enough to be dangerous. One area of struggle for me has always been... the pen tool(dun dun dun). It seems like every time I try to draw something custom with the pen tool I end up tangled in a mess of bezier curves, like this kitten: In this video, I'll show you a cool little technique I've been using to make my illustrations look WAY cleaner. My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/how-to-publish-a-vue-component-as-an-npm-package | How To Publish a Vue Component as an NPM Package | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets How To Publish a Vue Component as an NPM Package Nov 2018 If you're like me, you have a handful of useful Vue components you use between different projects. Many times I've wanted to publish an individual Vue component to NPM for myself and others to access more easily. When I've attempted this in the past, I've gotten tripped up on annoying little things with NPM and Webpack. I've since worked through those issues and have landed on a fairly simple workflow for turning something like UsefulComponent.vue into npm install vue-useful-component . Checkout the following screencast to reveal this ancient hidden knowledge: My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/projects | Projects | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets My Creations Open Source Livewire Alpine.js Sushi Better PHPUnit Parental Simple PHP CS Fixer GitDown Awesome Helpers Laravel Onboard Podcasts No Plans To Merge Building Livewire Twenty Percent Time (Discontinued) Course Make VS Code Awesome Fun Lil' Projects Laravel Sticker Contest My Sticker Pack Posts I Wrote While Working At Tighten It's Time to Test Your Vue Components: Getting Started With Jest Dot Env Files: The Silent Killer Writing Better CSS Selectors in Dusk Extending Models in Eloquent Testing Laravel framework contributions in a local Laravel install Laravel Tip: Bootable Model Traits Supercharge Your Laravel Tinker Workflow The Magic of Laravel Macros Q&A With The Speakers from Laracon Online 2017 On Being New to Tighten Laracasts Videos Refactoring To Lookup Tables Building Data-Tables With Livewire | 2026-01-13T08:48:43 |
https://calebporzio.com/bash-alias-composer-link-use-local-folders-as-composer-dependancies | Bash Alias: composer-link - Require Local Folders as Composer Dependencies | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Bash Alias: composer-link - Require Local Folders as Composer Dependencies Apr 2018 Anytime I find myself contributing to or building a composer package, I inevitably feel the need to test it in a real Laravel project. I've written before about solving this problem before using composers "repositories" feature. The problem is, every time I go to link up a local repository, I forget what you have to do and pull up that blog post . Inspired by npm link (which is awesome btw), I created my own little composer-link bash function to make this operation happen in one quick step. Usage Let's assume the following folder structure: - sites - laravel-project - composer-package From within the laravel-project folder, run the following: composer-link ../composer-package Now you can just require the package into the project as you normally would. composer require [vendor]/composer-package ([vendor] is the vendor name you specify in the package's composer.json file) Note: if the composer require doesn't work the first time, you may need to add @dev to the command: composer require [vendor]/composer-package @dev The Source I wrote composer-link in a simple bash function. All you have to do to start using it is add it to your: ~/.bashrc , ~/.bash_profile , or ~/.zshrc : composer-link() { composer config repositories.local '{"type": "path", "url": "'$1'"}' --file composer.json } Like anytime you change one of these files, you have to "source" it to start using it. Run: source ~/.bashrc to make the new bash function available to your terminal. Hope you found this helpful. If you use it and like it, be sure to spread the love on twitter . My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/using-sparkform | Better Vuejs form handling with SparkForm | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Better Vuejs form handling with SparkForm Jun 2016 So... every time you submit a form to a Laravel backend from a Vue component you do something like... this.busy = true; this.$http.post('/api/salad', this.salad) .then(response => { this.success = true; this.busy = false; }).catch(errors => { this.busy = false; this.errors = errors.data; } so pretty much every component with a form in your application has this in its data property... busy: false, errors: null, success: false, and you might do it a little different as you grow the application or even worse: you have multiple forms in the same component!!! Enter: SparkForms If your using Laravel Spark , you have access to a javascript class located here: spark/resources/assets/js/forms/form.js Now, your data property will look something like... data() { return { saladForm: new SparkForm({name: ''}) } } instead of... data() { return { busy: false, errors: null, success: false, salad: {name: ''} } } and when you submit your form (using another class provided by spark: "Spark" - with added properties located here spark/resources/assets/js/forms/http.js ) it will look like... Spark.post('/api/salad', this.saladForm) if your interested, you can still hook into success or failures: Spark.post('/api/salad', this.saladForm) .then(response => { this.saladData = response; }); Now, the sparkForm automatically carries the form state with it and gives you access to useful things like: saladForm.busy saladForm.success saladForm.errors.hasErrors() saladForm.errors.has('name') saladForm.errors.get('name') saladForm.errors.forget('name') See spark/resources/assets/js/forms/form.js and spark/resources/assets/js/forms/errors.js for more available methods. Now for the most grateful recipient of this new class: The Dom <!-- Error Message --> <span class="text-danger" v-if="saladForm.errors.has('name') v-text="saladForm.errors.get('name')></span> <!-- Submit Button --> <button type="submit" :disabled="saladForm.busy"> There you go. No more mundane form state tracking. You can thank Taylor Otwell . - peace My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/my-new-svg-icon-workflow | Feather Icons: Easy way to get SVG icons in Vue components | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Feather Icons: Easy way to get SVG icons in Vue components Nov 2018 So I just created a new Laravel project and quickly need a couple icons in the UI. I usually use Steve Schoger's Heroicons UI, but I needed a few icons that Heroicons didn't have. My options were: A) Find a new, good-looking, SVG icon set B) Go back to font-awesome 👴🏻 C) Cherry pick individual icons as I need them (icon-finder) "A" was definitely the most appealing to me, so I did a bit of searching and quickly landed on Feather Icons . I liked it for its small size, npm importability, and tag-based search feature on the website. Note: Streamline icons is another good one that I've used before, but it's WAY more robust than I generally need. For bigger projects though, it's 👌. Installing Feather Icons Typically I manually add SVGs to something like a resources/svg directory, but with Feather Icons I can install them from NPM and deal with them as objects in my javascript. I thought that was pretty cool. npm i feather-icons --save-dev Now I can access them programmatically like so: import feather from 'feather-icons' ... return feather.icons.clock.toSvg() But wait, how do I render that SVG string in a Vue template? Well, I could <span v-html="iconSvg"></span> , but then I'd have that unnecessary <span> tag wrapping the SVG. Wait a second, didn't I write a whole blog post about this problem already? Well, yeah but that was when I was working with .svg files. Well isn't it the same principle? Well yeah, but I'd have to rewrite the component to support...hmm...I wonder if there's something out there already to import Feather Icons into Vue... Eureka! Well, I'll be darned. There is a package that cleverly handles importing Feather Icons into vue components. Can you guess what it's called? Introducing: Vue Feather Icons Big thanks to EGOIST for this handy project. You can support EGOIST here: https://www.patreon.com/egoist Installation npm i vue-feather-icons --save-dev (Note: this replaces the need for importing feather-icons like we did earlier.) Usage This package is cool because you can import them directly as their own functional Vue components: <template> <div>What <ClockIcon> is it?</div> </template> <script> import { ClockIcon } from 'vue-feather-icons' export default { components: { ClockIcon }, ... } </script> What about sizing and styling? To color the component, you can just add CSS classes for text color like so: <template> <div>What <ClockIcon class="text-orange-lighter"> is it?</div> </template> However, sizing isn't as pretty. I had to pull out my .svg-icon CSS class from the previous blog post to get it working right. If you add this to your global stylesheet, all your feather icons will be sized properly: svg.feather { height: 1em; margin-top: -4px; pointer-events: none; vertical-align: middle; width: 1em; } This class makes it so that your SVGs will inherit the font-size of it's parent, so for example: <h1 class="text-5xl">Foo <ClockIcon class="svg-icon"/></h1> the <ClockIcon/> will be the same size as the text adjacent to it ( Foo ). It's so simple! As I said, this might not be THE solution to every project, but this is definitely going to be what I reach for on most side projects. It has everything I wanted: Super simple to set up (npm install 1 package) Tag-based icon searching (for those times you can't remember if it's dollar , money , or currency ) Nice Vue usage (you get dedicated Vue component for each icon) Easily stylable I hope this helps you with your icon needs as it did mine. ✌️ My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! My Writings I just crossed $1 million on GitHub Sponsors. 💰🎉 Reactive switchboard: making a big, slow Vue/Alpine page "blazingly" fast I'm out of a job... How Livewire works (a deep dive) Livewire isn’t actually “live” Making $100k As An Employee Versus Being Self-Employed Easy, Free, Serverless Laravel With Vercel 5 Annoying Things In VS Code You Can Fix Right Now I Just Hit $100k/yr On GitHub Sponsors! 🎉❤️ (How I Did It) Easy, Free Laravel CI Using GitHub Actions Introducing Sponsorware: How A Small Open Source Package Increased My Salary By $11k in Two Days Live-Updating Status Page With Livewire Using Babel Without The Build (Inline JS FTW!!!) Sketch Tip: Easier Pen Tool Drawing By Simply Zooming In 8 Accessibility Mistakes We Need To Stop Making My #1 Productivity Tip Playing Around With Jonathan Reinink's InertiaJS Essential Laravel Knowledge: How A Facade Works Make Your "git" Command Awesome [Video] Real-time Livewire w/ Laravel Echo & Pusher On Leaving My Day Job Building UIs With Livewire: Dynamic Input Group Equivalent of PHP Class Traits in JavaScript Fun Building A UI Component From Scratch With Livewire Designing The "No Plans To Merge" Logo Parsing Markdown: The Easy Way (With Code Highlighting) Sign Up for Livewire Updates A simple trick to auto-retry pesky Dusk tests [Video] Livewire/personal life update Livewire: No Need For Controllers Anymore! 5 New Features In Livewire That I’m Ridiculously Excited About 11 Awesome Laravel Helper Functions (that aren't in Laravel) Laravel Lightwire (LiveView): Taking Shape Proof of Concept: Phoenix LiveView for Laravel How To Publish a Vue Component as an NPM Package Feather Icons: Easy way to get SVG icons in Vue components Helper Functions: A Love Note (and a package) Bash Alias: composer-link - Require Local Folders as Composer Dependencies Using inline SVGs in Vue components My VS Code Setup How I Keep Notes About My Laravel Projects: scratch.md Acceptance Testing Laravel & VueJs Apps with Codeception Better Vuejs form handling with SparkForm Ajax loading wheels and forgotten Promises Build it for yourself | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/features/ | Features | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Features Highlights Feature Ahead of the Game - Shadowborn is Diablo-esque dungeon-looting fun with highly customisable builds By Catherine Dellosa Feature The Wrapp - Cracking codes, colliding realms, and making dawn By Stephen Gregson-Wood Feature 5 new mobile games to try this week - January 8th, 2026 By Catherine Dellosa Features RSS Feature Definitive Apple Arcade games list - Every available title so far By Pocket Gamer staff Interview Interview: Find out how Echoes of Revolution brings American history to life through Assassin's Creed By Iwan Morris Feature Off the AppStore: Weathering Our Monsoon Balcony By Will Quick Feature Ahead of the Game - Dungeon Random Defense tests your horde-clearing tactics (with a special New Year code too) By Catherine Dellosa Feature 5 new mobile games to try this week - January 1st, 2026 By Catherine Dellosa Feature Off the AppStore: Reviewing the Dimension Incident By Will Quick Right Arrow Game Finder Browse our archive for thousands of game reviews across all mobile and handheld formats Feature The Pocket Gamer Podcast Year-End Special 2025 - Infinity Nikki, Suzerain, and The Longing By Catherine Dellosa Feature Ahead of the Game - Outpost Stand: Alien Rush is roguelike sci-fi survival with StarCraft-inspired bugs By Catherine Dellosa Feature 5 new mobile games to try this week - December 25th, 2025 By Catherine Dellosa Feature The Pocket Gamer Podcast Christmas Special 2025 - Balatro, Maneater, and Neko Atsume By Catherine Dellosa Feature App Army Assemble: Spilled - "Did this lovely pixel art adventure clean up with our readers?" By Stephen Gregson-Wood Feature Off the AppStore: Inside out and Upside Down By Will Quick Feature Ahead of the Game - Star Blaster is a roguelike auto-firing shooter in spaaaaace By Catherine Dellosa Interview Interview: Rust Mobile publishing lead reveals more about the upcoming survival shooter By Iwan Morris Feature PUBG Mobile: Let the war games commence with a little help from G2A.COM, your newest ally. By Pocket Gamer staff Feature Kamaeru: A Frog Refuge lets you create a home for frogs so cute, you'll want to volunteer as tribute By Catherine Dellosa Feature Best upcoming mobile games in 2026 By Jupiter Hadley Feature The Wrapp - Jazz cats a-leaping, giant bugs a-slaying, and a kaiju in a pear tree By Stephen Gregson-Wood Feature Jujutsu Kaisen Phantom Parade is celebrating its anniversary Wave 2 - and here's everything to look forward to By Pocket Gamer staff Feature App Army Assemble: Cozy Golf - "Should you tee off with this charming sports game?" By Stephen Gregson-Wood Feature My Talking Tom Friends 2 celebrates Christmas with Talking Ginger’s big arrival By Luke Frater Feature 5 new mobile games to try this week - December 18th, 2025 By Catherine Dellosa Feature The Pocket Gamer Podcast Episode 59 - Umamusume: Pretty Derby, Dead Cells, and PUBG By Catherine Dellosa Feature Off the AppStore: Crafty card action in CardCraft By Will Quick Feature Ahead of the Game - Pixel Brave: Idle RPG is auto-battling, pixel-art gacha fare plus a loyal doggo By Catherine Dellosa Feature HDMI Licensing Administrator, Inc. will showcase advanced HDMI gaming technologies at CES 2026 By Pocket Gamer staff Preview Arknights: Endfield Beta Test II hands-on - "Runs well, and a dream for ARPG fans" By Iwan Morris Feature The Wrapp - Battlin' cards, cleaning canals, and The Marshall Splatters LP By Stephen Gregson-Wood Interview Interview: Jeffrey Gullett tells us how Call of Duty Mobile plans to infiltrate the extraction shooter world By Stephen Gregson-Wood Feature 5 new mobile games to try this week - December 11th, 2025 By Catherine Dellosa Next | 2026-01-13T08:48:43 |
https://calebporzio.com/my-1-productivity-secret | My #1 Productivity Tip | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets My #1 Productivity Tip May 2019 I am not naturally a productive person. I love building and learning things, but my intense passion for a subject usually doesn't last long enough for me to get anything meaningful done. Also, I'm especially poor at doing monotonous work over long periods of time. Let me introduce you to the technique I've used over the past 3 years to "get sh** done". I call it: "Accountabilibuddying" How does one Accountabilibuddy? Here's the formula: Find a person in a relatively similar life position as you Meet with them every week (or every 2 weeks, or month) Define a list of goals for yourself Communicate them to your buddy (they'll do the same to you) Write them down somewhere Have them all done by the time you meet again Rinse/repeat What have I accomplished with Accountabilibuddying? Over the past 3 years, I've had 2 different Accountabilibuddies. Here are some things I've accomplished: Measured every single penny that came in and went out for an entire year. I categorized every single transaction for that year and generated reports at the end of every month and at the end of the year. I learned a TON about my finances, and have kept up something similar (but not as extreme) ever since. Wrote a blog post and published a podcast every week for the past 3 months (in fact I am publishing this post because I need to check off that item on my list this week). Kept myself on-schedule for every major project I've worked on since I started Accountabilibuddying. (Including Livewire) Woke up early a bunch. Meditated a bunch. Read a bunch of books. Why does this work? At least for me, knowing that I told someone I'd get something done and then showing up having not done that thing is painful. So to avoid that pain, I make sure I've done my homework. If my buddy did their homework and I didn't do mine, I feel unprofessional and uncommitted. For me, just the accountability aspect alone is enough to get things done that I otherwise would put off ad-infinitum. Also, it forces me to sit down for 10 minutes and actually think about what I want to accomplish short-term. What happens if you miss a goal? This parts kind of tough. As soon as you feel like it's ok to miss a goal, you need to change the expectations between you and your Accountabilibuddy. This is SUPER important. At different times, I've tried things like: you can't miss a single one, if you do, you have to do it the day of and text the other person it's done. I'm currently trying the following strategy: If you miss a goal, it stays on your docket every week until it's done. I've also toyed with the idea of keeping it on your docket and not letting you set new goals until you have a clean slate. One time, for "Discipline December" , me and two friends set up a rigid goal framework and every time we missed one, we had to donate a certain amount of money. There's no perfect solution here, just be very aware of the number of goals that get missed and how much of a habit it becomes. Some notes and tips: One of the biggest benefits of this exercise is establishing a stronger relationship with your Accountabilibuddy. I've become much better friends with both of the guys I did this with. You end up talking about lots of just life stuff as you meet. Time block the meetings. Currently, we time block each meeting to 1 hour. This way it doesn't turn into something unsustainable. MAKE SURE you set up the next meeting before parting ways. Otherwise, it won't happen and the whole thing will fall apart. I guarantee this. Pick someone with similar ambitions. I touched on this before, but let me expound: My first Accountabilibuddy and I focused mostly on finances. My current Accountabilibuddy and I focus more on career development. He plays, refs, and teaches LaCrosse, and I do my thang (which you may be familiar with ;). We both left our day jobs to pursue the independent life, so that's a bonus. I dare you to try it Seriously, there are lots of productivity tools and programs. But all of them require discipline on my part. I start off strong, then my interest wanes and I'm back to my old ways. Not this one. This is different because someone else is making sure you stay the course and you do the same for them. So think of a person, give them a call, meet at a coffee shop, and do that again a bunch of times. You won't be sorry. If you do go for it, please tweet at me ( @calebporzio ) your results and questions! Peace, Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/give-your-git-command-superpowers | Make Your "git" Command Awesome | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Make Your "git" Command Awesome Apr 2019 I just stumbled on a cool command-line utility put out by GitHub called "Hub". It attempts to mimic the git command while adding lots of useful functionality for GitHub Users. To give you a taste, I'll demonstrate a common GitHub task with plain old git , and then with the new hub command. Cloning a repository Hub provides simple cloning functionality that saves you a trip to the browser to grab a repository's url. Now, you can just reference the name of the repository you wish to pull down. # Before git clone https://github.com/laravel/framework.git # After hub clone laravel/framework Have I piqued your interest? Let's dive in. Installation I'm assuming you are on a Mac using homebrew, if not, go here for more details. brew install hub Setting up an alias If you'd like, you can keep the git command and hub command separate. However, I did come across this line in the docs: hub can be safely aliased as git so you can type $ git in the shell and get all the usual hub features. I think this is pretty cool, so I opted to go this route. Add the following command to your .bashrc , .zshrc , or .bash_profile file: alias git=hub After restarting your shell, or running source ~/.bashrc , your git command is now supercharged with all of the features from hub . Note: you can also run hub alias for instructions on aliasing. Use Cases Let's go through my favorite use cases for using hub . If you're curious, you can head to the documentation to discover more things I haven't covered. Initializing a GitHub repository It's common for me to start work on a project locally, then eventually create a GitHub repository for it. Hub makes this process a little easier. git create Now, a repository named after the current folder will have been created on my GitHub account, and my local git repo will be linked to it. Forking a repository If you pulled down a public repository and want to contribute to it by making pull-requests off your own fork. Hub makes that process simple: git fork The above command will fork the repo on your GitHub account and add the remote reference for you. Opening a pull-request From within a separate branch (that has been pushed to GitHub), run: git pull-request A Vim window will open where you can type the title and description. Upon closing the Vim window, the pull-request will be created and its URL will be provided to you. Checking out a contributor's PR locally If a developer makes a pull-request to a GitHub repo that you maintain, you may want to checkout their branch locally. Here's how you would accomplish that using Hub. git pr checkout <The PR number> If you don't know the number, you can view a list of open PRs directly from the command line using: git pr list This is something I usually copy and paste from GitHub, but now, with the much simpler Hub API, I can pull PRs down easily. Publishing a release This one is my personal favorite: the ability to create and tag a release on GitHub directly from the command line. Simply pass the release name to the git release create command. git release v1.3.1 After running that command a Vim window will open, prompting you to add a title and description if you wish. Wrapping Up To me, Git and GitHub go hand in hand. Having a tool that unifies operations from both is a big time saver. Enjoy the time savings! - Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://www.pocketgamer.com/doomsday-last-survivors/codes/ | Doomsday: Last Survivors codes (January 2026) | Pocket Gamer Our Network Arrow Down PocketGamer.com AppSpy.com 148Apps.com PocketGamer.fr PocketGamer.biz PCGamesInsider.biz The Sims News PocketGamer.fun BlockchainGamer.biz PG Connects BigIndiePitch.com MobileGamesAwards.com U.GG Icy Veins The Sims Resource Fantasy Football Scout GameKnot Addicting Games Arcade Cloud EV.IO Menu PocketGamer.com Facebook X YouTube RSS Search Search Promo & Redeem Codes Doomsday: Last Survivors codes (January 2026) - Free Gems, Battle Manuals, and Speed Ups Looking to stock up on Gems, Battle Manual, and other resources? Check out these Doomsday: Last Survivors codes to get some for free. By Charlène Tavares | Jan 12 iOS + Android | Doomsday: Last Survivors Twitter Facebook Reddit Do you like zombie-themed survival games? Real-time strategy? Multiplayer online competition? If so, Doomsday: Last Survivors might be the perfect game for you! Set in a near future, this post-apocalypse adventure puts you in the role of the Commander, fighting for your life and humanity's future. As the Commander, you must lead survivors, build a shelter, explore areas in order to gather resources, and, of course, fight zombies and rival factions. To survive as long as possible, assemble your team from scratch and recruit powerful heroes with unique skills. You can also form an alliance with other players, but beware: your shelter can be raided at any time. Surviving a zombie apocalypse is no easy task, and you might need some help. Fortunately, there is a redeem code system in-game! If you're looking for codes, you're in the right place. Below, you'll find a complete list of Doomsday: Last Survivors active codes. We'll also explain how to redeem them. ALL DOOMSDAY: LAST SURVIVORS ACTIVE CODES WINTERAURORA2025 – 100 Gem x3, Stamina Recovery I x20, VIP EXP: 100 x 2, 60m Training Speedup x10, Battle Manual (until 18/01/2026) DLSXMAS2025 – 100 Gem x3, Stamina Recovery I x20, VIP EXP: 100 x 2, 60m Training Speedup x10, Battle Manual (10,000 EXP) x10 (until 31/01/2026) DLSAOT2026 – 60m Speedup x10, Advanced Search Map x10, Armament Tracker x10, Signaling Device x10, Electronic Trapping Device x10, Signal Smoke x5, Thunder Spear x5 (until 28/02/2026) DLSTIKTOK1M – 60m Speedup x20, Advance Search Map x5, Signaling Device x10, Electronic Trapping Device x5 (until 31/01/2026) EXPIRED CODES BONFIREFEAST2025 SPOOKYPARK2025 HNBSSIGALLKOR MAPLERADIANCE2025 DLSCOOL2025 DLSGVK2025 DLSCREAMPARTY 2025LOVEDAD COUNTDOWN1 COUNTDOWN2 RAINBOWTECH CYBERHUNTER DATAFLOW2025 CODESTART DLSMEOWJOURNEY 2025LOVEMOM DLSALICE2025 DLSCAPY25 DLSXPACIFICRIM2025 GRAFFITI2025 HIDLS2025 BIOBEAST2024 WARMSUNDAY2024 ICYSHELTER BIOCOMING GIFTDAY1226 DLSJINGLE25 PEACEFUL24DLS How to redeem Doomsday: Last Survivors codes? Follow these few steps: Step 1: Tap your Portrait (upper-left corner of the screen) Step 2: Tap Settings Step 3: Tap Gift Code Step 4: Enter your code and redeem it Step 5: Your rewards are waiting for you in your in-game mailbox How to get more codes? The developers share new codes on their Discord server. We will also keep this article up to date, so you can also come back here often to find the latest ones. And if you're playing anything else and need some help there, we've also collected Heartopia codes and Resonance Solstice codes . Download now! Doomsday: Last Survivors Charlène Tavares Twitter Charlène n'a pas eu à chercher bien longtemps le métier de ses rêves : amatrice de littérature et de jeux vidéo ? Journaliste jeux vidéo ! Malgré tout, son trop grand amour pour les RPG japonais nuit un peu à sa vie sociale. Tout comme son amour pour les jeux Nintendo, d'ailleurs. Mais ne lui parlez jamais du Temple de l'Eau, elle en ferait des cauchemars (brrr). Next Up : Heartopia codes (January 2026) - Moonlight Crystals and Wishing Stars up for grabs Related Doomsday: Last Survivors adds Kaiju to your list of post-apocalyptic problems in latest Pacific Rim collab iOS + Android Doomsday: Last Survivors has soft-launched in selected countries around the world for iOS and Android iOS + Android The Sims shows off what's in store for mobile this coming year in new update iOS + Android Armored Frontline: Warzone is a tank battler that has opened global pre-registration ahead of launch iOS + Android Reverse: 1999 is headed to Paris for a feature-packed version 3.2 this month iOS + Android Sign up! Get Pocket Gamer tips, news & features in your inbox Daily Updates Weekly Updates Your sign up will be strictly used in accordance with our Terms of Use and Privacy Policy . Get social! Facebook X YouTube RSS | 2026-01-13T08:48:43 |
https://docs.devcycle.com/platform/feature-flags/status-and-lifecycle#permissions-for-status-changes | Status and Lifecycle | DevCycle Docs Skip to main content Home SDKs APIs Management API Bucketing API Integrations CLI / MCP Best Practices Community Blog Discord Search Sign Up Home Getting Started Essentials DevCycle Overview Key Features System Architecture Feature Hierarchy Feature Types Platform Feature Flags Features Variables and Variations Targeting Status and Lifecycle Stale Feature Notifications Experimentation Account Management Security and Guardrails Testing and QA Extras Examples Platform Feature Flags Status and Lifecycle On this page Feature Status and Lifecycle Management In DevCycle, Features have Statuses that indicate their current position in the feature lifecycle. Statuses provide a clear, at-a-glance understanding of where a Feature is in its development, release, and cleanup process. Each Status belongs to a Status Category , which defines how the Feature behaves, what actions are allowed, and how it is displayed across the dashboard. Statuses Every Feature in DevCycle always has one Status , which determines its lifecycle stage. By default, DevCycle provides a set of predefined Statuses aligned to core lifecycle categories. The default Statuses are: Development Live Completed Archived In addition to the default Statuses, teams can define custom Statuses within their Project settings. This allows teams to better align Feature lifecycle tracking with their internal development and release processes while preserving DevCycle's lifecycle guarantees. Each custom Status inherits the behavior of their Category. Status changes are not automatic and are always managed explicitly by the user. Status Categories Statuses are grouped into Categories , which define shared lifecycle behavior. Development This Category represents Features that are actively being built, tested, or prepared for release. By default, new Features are created with the Development Status. While a Feature is in Development, all Targeting rules and Variations remain editable. This stage is typically used while work is ongoing and before a Feature is considered ready for a broader release. Below are some examples of different Statuses that would make sense in the Development Category: In Development Pending Design QA Internal Testing Live The Live Category represents Features that are actively running in production or being exposed to users. While a Feature is Live, all Targeting rules and Variations remain editable. Below are some examples of different Statuses that would make sense in the Live Category: Beta Ramping In Production Live Experiment Completed The Completed Category represents Features that have reached the end of active development and rollout. A Feature may be considered Completed once it has been tested, approved, and is fully released, or when no further targeting changes are expected. When a Feature is moved into a Status within the Completed Category, it enters a semi-read-only state : A single final (release) Variation must be selected All Environments will serve this Variation to all users Targeting rules are replaced with an "All users" rule New targeting rules and Variations cannot be added Variable values may still be edited Environments can still be toggled on or off When using the CLI to generate TypeScript types, Variables belonging to a Feature in the Completed Category will be marked as deprecated . Below are some examples of different Statuses that would make sense in the Completed Category: Ready for Cleanup All Users Enabled Stable Release Cleanup Checklist Upon entering a Completed Status, a cleanup checklist is shown for each Variable associated with the Feature. This checklist helps teams determine when it is safe to remove Variables from their codebase or archive them. If a Variable is still referenced in code or evaluated in production, removing it may result in default values being served. If Code References are enabled, additional context will be provided to assist with cleanup. Archived The Archived Category represents the terminal lifecycle state for Features. This Category and Status cannot be edited or changed. A Feature should be archived once it has been fully cleaned up and its Variables have been removed from the codebase. When a Feature is Archived: It becomes fully read-only It is hidden from standard dashboard views Audit Logs remain accessible for historical reference Metrics & Reach data will not be visible on the dashboard for Archived features Archiving Features helps keep both your dashboard and codebase clean while preserving valuable lifecycle history. Note: Feature deletion still exists, but should only be used for mistakes. Deleting a Feature permanently removes it and its Audit Log. Archived Features retain historical data that may be used for future reporting and analysis. Changing Status Moving a Feature to Completed When a Feature is moved into the Completed Category: A final Variation must be selected All Environments serve that Variation to all users Existing Environment statuses are preserved Targeting rules are replaced with a single "All users" rule Additional Variations and targeting rules are locked Reverting to Development or Live Features in the Completed Category can be reverted back to an earlier Status. When reverting: Previous Variations become available again Changes made to Variable values while Completed are retained Prior targeting rules are not restored and must be reconfigured Viewing Features by Status (Kanban View) On the Feature list page, users can switch between a List view and a Kanban-style view that displays Features grouped by their current Status, allowing teams to quickly visualize progress across the Feature lifecycle. In this view: Each column represents a Feature Status Each column header includes a total count of Features in each Status Features appear as cards within the column matching their current Status, and can be sorted differently by selected criteria Columns are ordered based on the Status order defined in Project Settings Status colors are reflected in the column headers for quick visual scanning This view is intended for high-level lifecycle tracking and workflow management. Selecting a Feature card opens the Feature detail view for configuration, targeting, and Variable management. Managing Statuses Statuses are managed at the Project level and apply to all Features within that Project. Each Project starts with a default set of Statuses aligned to DevCycle's lifecycle categories. Teams may customize these Statuses to better reflect their internal workflows. Project Settings Statuses can be viewed and managed from the Project Settings page under the Feature Statuses section. From this page, users can: View all Statuses grouped by Category Create new custom Statuses within supported Categories Edit existing Status names (Note: each Status must have a unique key) Reorder Statuses within a Category Assign colors to Statuses for quick visual identification Add a description to provide context behind what a Status represents Select the default Status applied when a new Feature is created Changes made in Project Settings take effect immediately and apply across the Project. Status Categories and Rules Statuses must belong to one of DevCycle's predefined Categories. 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All rights reserved. | 2026-01-13T08:48:43 |
https://www.youtube.com/watch?v=TQQPAU21ZUw | Data Fetching with React Server Components - YouTube 정보 보도자료 저작권 문의하기 크리에이터 광고 개발자 약관 개인정보처리방침 정책 및 안전 YouTube 작동의 원리 새로운 기능 테스트하기 © 2026 Google LLC, Sundar Pichai, 1600 Amphitheatre Parkway, Mountain View CA 94043, USA, 0807-882-594 (무료), yt-support-solutions-kr@google.com, 호스팅: Google LLC, 사업자정보 , 불법촬영물 신고 크리에이터들이 유튜브 상에 게시, 태그 또는 추천한 상품들은 판매자들의 약관에 따라 판매됩니다. 유튜브는 이러한 제품들을 판매하지 않으며, 그에 대한 책임을 지지 않습니다. var ytInitialData = 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https://calebporzio.com/video-realtime-livewire-w-laravel-echo-pusher | [Video] Real-time Livewire w/ Laravel Echo & Pusher | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets [Video] Real-time Livewire w/ Laravel Echo & Pusher Apr 2019 In this series of screencasts, I'll walk you through a powerful new feature in Livewire: Events . Events allow components to communicate with each other and also allow other tools like Laravel Echo to trigger changes in your Livewire component. Big shout-out to David Piesse for helping me with this feature! Let's jump in! Note: This is OLD content. Some of what I demo may no longer be available in the framework. The docs are the source of truth for the project: https://livewire-framework.com/docs/quickstart/ Wiring Up Livewire Before we get into the event stuff, let's convert ordinary blade partials to Livewire components. This video is a helpful refresher on pulling Livewire into your app. Using Events For Component Communication Now, we need to update the "Cart Counter" by firing events from the "Cart Product" components. This is our first encounter with the new event functionality. Installing Laravel Echo I decided to record the process of pulling Laravel Echo into any Laravel app because it's a bit confusing at first. Feel free to skip this video if you are already familiar with Echo. Wiring Up Livewire & Echo Together! In this video, we'll get Livewire and Echo talking to each other so we can experience real-time updates across browser sessions. Pretty powerful stuff here. Wrapping Up After lot's of user-testing, I'm really starting to focus in on the core feature-set of Livewire for its launch. Component communication was a tough problem to solve because of the nature of Livewire. There were a few different strategies I toyed around with but ultimately landed on this as the most simple and flexible. If you are liking what you are seeing, sign up for the email newsletter below. I send all Livewire updates (sometimes exclusively) to that newsletter. Thanks for following along! Cheers, Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/parsing-markdown-the-easy-way-with-code-highlighting | Parsing Markdown: The Easy Way (With Code Highlighting) | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Parsing Markdown: The Easy Way (With Code Highlighting) Mar 2019 Markdown is the bee's knees. A nice, clean, universal language that programmers AND non-programmers can use to format text? What’s not to love? (Seriously, answer the question Basecamp/Trix) Unfortunately, web browsers aren’t as keen on it as I am. They much prefer HTML and CSS. Because of this, anytime us web developers want to display markdown on a page, we need to perform the following steps: Google something like “Markdown parser for PHP” Click a couple of links and go with the one with the most GitHub stars Composer require that sucker and add a line to a template like: {!! Parsedown::parse($markdown) !!} View it in the browser Realize you are going to need a parser that supports “GitHub Flavored Markdown” Google some more… composer require some more… rinse, repeat Realize the newly generated HTML isn’t going to style itself Wrap up that shiz in a div with a class like .markdown Try styling the basic elements yourself Get sick of that and pull in a Markdown styler CSS plugin hoping it plays nice with your app’s existing stylesheet Get everything looking nicely Stumble on a code block on the page and realize none of the syntax is highlighted Do some more googling for CSS syntax highlighters End up on HighlightJS or PrismJS’s website and wonder why everything looks so old and crusty Google for their CDN’s so you can just try the damn thing out See a metric ton of files and wonder if you need prism.min.js AND prism-php.min.js AND every other language you might need to highlight Pull everything in Discover conflicts with your existing Markdown CSS package you imported Resolve the conflicts until you arrive at something halfway decent Commit your code Emerge from your office to realize you missed your daughter’s birthday… and Christmas That’s it! That’s all it takes to nicely parse Markdown with GitHub flavoring, and syntax highlighting. Too easy, I know. But what if there was an even easier way? After slogging through the aforementioned steps for the Nth time, I came upon the silver bullet: A public GitHub API endpoint that accepts markdown in the request and spits out the parsed HTML as the response. This kind of blew my mind. With knowledge of this convenient offering from GitHub, any other approach quickly made little sense to me anymore. On top of that, GitHub has an open source CSS framework called Primer that has its exact markdown styling CSS AND its syntax highlighting theme. Too easy. Warning! Because this approach hits a live API endpoint. It's super-super important that you store or cache the parsed markdown so you don't hit GitHub's API rate-limits. Fortunately, the little package I'm about to show you takes care of some of that. You’ve been warned! K, with that out of the way. Allow me to introduce: GitDown GitDown is a simple little package that turns the earlier steps into the following ones: Run composer require calebporzio/gitdown Run your $markdown through: GitDown::parseAndCache($markdown) Inject the conveniently prepared GitHub style stuff in your <head> section with a dope little Blade directive: @gitdown Add .markdown-body to an element wrapping your output. Note: since I started writing this post, a bunch of features have been added to GitDown. Checkout the docs for other available functionality. That’s it! From 21 steps and minimum 2,000 hours of development time to 4 steps and 2 minutes. Hope you dig. Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/reactive-switchboard | Reactive switchboard: making a big, slow Vue/Alpine page "blazingly" fast | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Reactive switchboard: making a big, slow Vue/Alpine page "blazingly" fast Mar 2023 Heads up: I'm going to use Vue/Alpine lingo in this article, but I think this pattern applies to lots of different tools. I encountered an app the other day with a giant table of thousands of rows. Each row was an individual Alpine component, and you could "activate" one by clicking on it (which would highlight it using CSS). If you clicked a different row, the previous one would become "deactivated" and the new one would "activate". The problem was: activating a single row took almost a full second. This kind of performance made the whole thing feel almost unusable, especially if you're using the keyboard to navigate cells. So, I set the page to load ten thousand rows and went on a quest to make it as performant as possible. After a while, I came up with a neat little pattern that made the page update instantly. I call it: The Switchboard Pattern Let me show you... For this demo, I'm not going to use Alpine. Instead, I'm going to use a few reactive utilities offered by Vue that Alpine uses under the hood. If you're not familiar with "watchEffect" and "ref", you should be able to intuit how they work just by following along and reading the code snippets. If not, docs here. Ok, given our table with 10k rows on it. Here's some simple code you could write to highlight the currently active row when the page loads: let activeRow = 12 document.querySelectorAll('tr').forEach((row) => { if (row.id === activeRow) { row.classList.add('active') } else { row.classList.remove('active') } }) Now, we can add a click listener to set the new active row when a different one is clicked: let activeRow = 12 document.querySelectorAll('tr').forEach((row) => { row.addEventListener('click', () => { activeRow = row.id }) if (row.id === activeRow) { row.classList.add('active') } else { row.classList.remove('active') } }) The problem with the above code is that when a row is clicked, the activeRow value will change, but none of the rows will visually update. Here's how we can use "reactivity" to trigger all the rows to update themselves when the activeRow value changes: import { ref, watchEffect } from 'vue' let activeRow = ref(12) document.querySelectorAll('tr').forEach((row) => { row.addEventListener('click', () => { activeRow.value = row.id }) watchEffect(() => { if (row.id === activeRow.value) { row.classList.add('active') } else { row.classList.remove('active') } }) }) Here's what's happening in the above snippet: Wrap "activeRow" in a "ref" (making it "reactive") so that it can be track it as a reactive dependency Loop through all 10k rows, adding a "click" listener to change the reactive "activeRow" Register a reactive side-effect using "watchEffect" that will re-run every time any reactive dependencies change ("activeRow" in this case) This is how Alpine (or Vue/etc. to my knowledge) would work under the hood if you were to render 10k row components that all depended on a single piece of reactive state like: "activeRow". Now, when a user clicks a row, it becomes "active" and the other rows are "deactivated" automatically. The problem: Page updates are EXTREMELY slow. Why? Because every time "activeRow" is changed, ten thousand "watchEffect" callbacks are re-evaluated. In most apps, declaring a piece of central state, and then depending on it in child components isn't an issue. However, if you're building something with LOTS of components (or "effects"), this is extremely inefficient for the 9,998 components that don't care about the 2 that were affected by the change to "activeRow". The Solution: A Reactive Switchboard A "reactive switchboard" is a term I coined just now for this concept. It's very possible that this pattern already has a name, but whatever... In the current setup, we have a single piece of state and 10k places that depend on it. What if instead of a single piece of state with 10k different potential values (like we have above), we had 10k different states, each being a boolean that represents a potential value. For example: // Before let activeRow = ref(4) // After let rowStates = { 1: ref(false), 2: ref(false), 3: ref(false), 4: ref(true), 5: ref(false), ... } Let's tweak the above example to use this pattern: import { ref, watchEffect } from 'vue' let rowStates = {} document.querySelectorAll('tr').forEach((row) => { rowStates[row.id] = ref(false) row.addEventListener('click', () => { rowStates[row.id].value = true }) watchEffect(() => { if (rowStates[row.id].value) { row.classList.add('active') } else { row.classList.remove('active') } }) }) Ok, now as you can see, instead of "activeRow" containing a single row ID, we have "rowStates" which contains 10k items, each key being a row ID, and each value being a reactive boolean determining if it is in an active state or not. This works like a charm and is wicked fast! Now, because when a single row is clicked, only a single reactive boolean is switched, and only a single effect updates (instead of ten thousand). There's one problem though. Before, because "activeRow" only ever contained a single value, there was only ever a single row active at a time. The "deactivating" of the previous row was taken care of automatically because each row re-evaluated every time. In this example, there is no "deactivating" going on. To "deactivate" a row, we would need to find it inside "rowStates" and mark it as "false". Let's add a bit of code to make that happen: import { ref, watchEffect } from 'vue' let rowStates = {} document.querySelectorAll('tr').forEach((row) => { rowStates[row.id] = ref(false) row.addEventListener('click', () => { // Deactivate the old row... for (id in rowStates) { if (rowStates[id].value === true) { rowStates[id].value = false return } } rowStates[row.id].value = true }) watchEffect(() => { if (rowStates[row.id].value) { row.classList.add('active') } else { row.classList.remove('active') } }) }) As you can see we added a bit of code in the click listener to loop through all the rows and deactivate any active ones. Now that we've added "deactivation", our code isn't AS performant. Every time a row is clicked we are looping through 10k items in the "rowStates" object. Turns out we can get back to the ideal efficiency we had before by adding a little piece of data to store the currently active row ID. It will serve as a basic memo so we can skip the loop: import { ref, watchEffect } from 'vue' let rowStates = {} let activeRow document.querySelectorAll('tr').forEach((row) => { rowStates[row.id] = ref(false) row.addEventListener('click', () => { if (activeRow) rowStates[activeRow].value = false activeRow = row.id rowStates[row.id].value = true }) watchEffect(() => { if (rowStates[row.id].value) { row.classList.add('active') } else { row.classList.remove('active') } }) }) Ok, now that we've added "activeRow", we're back to perfect update performance. This is good and all, but would feel much better if there we a simple abstraction to take care of all of this legwork for us. What I ended up with is a little function called "switchboard" that wraps a value and returns a few utility functions for accessing and mutating it. import { watchEffect } from 'vue' import { switchboard } from 'reactive-switchboard' // Heads up: this isn't on NPM let { set: activate, is: isActive } = switchboard(12) document.querySelectorAll('tr').forEach((row) => { row.addEventListener('click', () => { activate(row.id) }) watchEffect(() => { if (isActive(row.id)) { row.classList.add('active') } else { row.classList.remove('active') } }) }) Now, with this little switchboard function, we have just as clean-looking code as before, but orders of magnitude more performant. Here's the full API for switchboard : import { switchboard } from 'reactive-switchboard' // Heads up: this isn't on NPM let { get, set, is } = switchboard(12) // get() returns "12" in this case (non-reactively) // set(10) sets the internal value to 10 // is(10) runs a reactive comparison to the underlying value This is extremely useful for things like tracking "active" states because there is only ever a single active value. I have also found a similar need when tracking "selected" states where there is more than one. For these cases, I made a new utility called a switchboardSet that has a Set-esque API: (there's probably a much better name for it, but again, whatever...) import { switchboardSet } from 'reactive-switchboard' // Heads up: this isn't on NPM let { get, add, remove, has, clear } = switchboardSet([12]) // get() returns [12] (non-reactively) // add(10) sets the internal array to [12, 10] // remove(10) sets the array back to [12] // has(12) returns a reactive boolean // clear() reactively clears the internal array: [] So there you have it, a problem, solution, and abstraction. I put the source code for switchboard in a GitHub gist here: https://gist.github.com/calebporzio/3153ddfc31ae5a00463b71b2fc938ca0 Enjoy! My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/sign-up-for-livewire-updates | Sign Up for Livewire Updates | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets Sign Up for Livewire Updates Mar 2019 In case anyone is coming here from Laracon Online, you can sign up for Livewire (and my blog) updates below: My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://calebporzio.com/n-leaving-my-day-job | On Leaving My Day Job | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets On Leaving My Day Job Apr 2019 January 11 was my last day at Tighten . Tighten was supposed to be my dream job. Turns out, dream jobs are still jobs. There are people who expect things of you, they reward you if you perform well, and you’re held accountable if you don’t. It’s a dance. You have to navigate projects, productivity, and expectations. There are things the bosses are looking for. This should come as no surprise. It’s the nature of employment. Someone is not only hiring you to do something, they are hiring you to be someone. Fortunately Tighten is a self-aware company, and there is plenty of room for constructive discourse, but at the end of the day, like gravity, there are natural laws at play. And resisting those laws is not easy, it’s work. I think deep down I wanted to escape the laws. For me, they weighed on me daily. There were voices in my head. Expectations I wanted to live up to. Culture I wanted to fit in to. Politics I wanted to pander to. People I wanted to be respected by. Again, this should come as no surprise. It’s an ecosystem like any other. There is hierarchy. There are dynamics. There are conceptions. There are, did I mention, expectations. There is a great reward awaiting the navigator of this system. Consistent W2, salaried income. Health care. Employee perks. 401(k) matching. Meals and trips paid for. But lest we not forget. This system nets someone else profit. That someone is not you. You are employed because someone else is making more money off you than you are taking home. Otherwise, it wouldn’t be employment. It would be partnership. At some point, that realization, coupled with an increasing sense of personal strain, creates potential energy inside of you, building up to the day you make the call. The day you get the boss men on a Zoom call and break the news. The news that you’re moving on. Ok, so I’m moving on. But to what? To another W2 job? Maybe. To client work? Maybe. To an increasingly long sabbatical? Maybe. It doesn’t really matter, it just matters that I made the move. That I answered the question my bones were begging me to ask: What happens if I break the flow? What happens if I interrupt the continuum? What happens if I strike out on my own? Well, 3 months later, I can say. Not much. But at the same time, I can say: A whole damn lot. The weight of employment has been lifted. I’m not waking up each day with the mental load of having to clock at minimum 8 hours. That’s freeing. I also wake up each day with the weight of what could be. What I could accomplish and achieve. That’s a different kind of weight. In some senses heavier. In other senses light as a feather. Being the sole issuer of my mental stress, and not the recipient of someone else’s has made all the difference. Maybe I’m just wired that way. Maybe other people are better off in the shelter of the W2. I still haven’t done any client work. I have enough of a cash stash to ride the Livewire/blogging/podcasting/personal-health wave, so take my words with a grain of salt. But this is how I feel for now. Free. Grateful. Light. Adventurous. I’ll let you know when that changes. I’d be a fool to say it won’t. This has been a continuously typed, un-edited reflection. Directly from my mind and into these words. I have to believe there’s some value in that. Much Love, Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
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https://calebporzio.com/a-simple-trick-to-auto-retry-failing-dusk-tests | A simple trick to auto-retry pesky Dusk tests | Caleb Porzio Caleb Porzio Posts • Creations • Talks • Tweets A simple trick to auto-retry pesky Dusk tests Mar 2019 If you have a Dusk test suite of reasonable size, I guarantee you there are a few pesky tests that fail intermittently and unpredictably. If you’ve ever tried to manipulate a DatePicker or a Select2 dropdown from Dusk, you know exactly what I’m talking about. Let me show you a little trick I use (2 lines of code) that will automatically run your test again if it fails. This can save you from loads of false-negatives. Drumroll, please… Introducing… Laravel’s retry() helper function! It’s a little helper function that catches exceptions and re-runs the provided code however many times you specify. Check it out: Before: class IsAcceptanceTestingEvenWorthIt extends TestCase { /** @test */ public function select_something_from_a_freaking_dropdown() { $this->browse(function ($browser) { $browser->visit('/some-page') ->click('div > .select2 > .select2sucksatnamingclasses') ->waitFor('.select2 > .select2options > .ifihadanickleforeverytimeipunchedawalldealingwiththesekindsoftests') ->click('.select2 > .select2options > .ifihadanickleforeverytimeipunchedawalldealingwiththesekindsoftests'); }); } } After: class IsAcceptanceTestingEvenWorthIt extends TestCase { /** @test */ public function select_something_from_a_freaking_dropdown() { retry($times = 2, function () { $this->browse(function ($browser) { $browser->visit('/some-page') ->click('div > .select2 > .select2sucksatnamingclasses') ->waitFor($selector = '.select2 > .select2options > .ifihadanickleforeverytimeipunchedawalldealingwiththesekindsoftests') ->click($selector); }); }); } } That’s it! Not the most beauteous bit of code I’ve ever written, but it does the job. Fair warning: this is most definitely a band-aid. If you find yourself relying on this often, you probably need to re-evaluate your testing strategy. Treat this more like a last-resort kind of thing. Hope you found something useful here! TTFN, Caleb My Newsletter I send out an email every so often about cool stuff I'm working on or launching. If you dig, go ahead and sign up! | 2026-01-13T08:48:43 |
https://golf.forem.com/youtube_golf/golfcom-warming-up-with-jon-rahm-and-tyrrell-hatton-1m4l#comments | Golf.com: Warming Up with Jon Rahm and Tyrrell Hatton - Golf Forem Forem Feed Follow new Subforems to improve your feed DEV Community Follow A space to discuss and keep up software development and manage your software career Future Follow News and discussion of science and technology such as AI, VR, cryptocurrency, quantum computing, and more. Open Forem Follow A general discussion space for the Forem community. If it doesn't have a home elsewhere, it belongs here Gamers Forem Follow An inclusive community for gaming enthusiasts Music Forem Follow From composing and gigging to gear, hot music takes, and everything in between. Vibe Coding Forem Follow Discussing AI software development, and showing off what we're building. Popcorn Movies and TV Follow Movie and TV enthusiasm, criticism and everything in-between. DUMB DEV Community Follow Memes and software development shitposting Design Community Follow Web design, graphic design and everything in-between Security Forem Follow Your central hub for all things security. From ethical hacking and CTFs to GRC and career development, for beginners and pros alike Golf Forem Follow A community of golfers and golfing enthusiasts Crypto Forem Follow A collaborative community for all things Crypto—from Bitcoin to protocol development and DeFi to NFTs and market analysis. Parenting Follow A place for parents to the share the joys, challenges, and wisdom that come from raising kids. We're here for them and for each other. Forem Core Follow Discussing the core forem open source software project — features, bugs, performance, self-hosting. Maker Forem Follow A community for makers, hobbyists, and professionals to discuss Arduino, Raspberry Pi, 3D printing, and much more. HMPL.js Forem Follow For developers using HMPL.js to build fast, lightweight web apps. A space to share projects, ask questions, and discuss server-driven templating Dropdown menu Dropdown menu Skip to content Navigation menu Search Powered by Algolia Search Log in Create account Golf Forem Close Add reaction Like Unicorn Exploding Head Raised Hands Fire Jump to Comments Save Boost More... Copy link Copy link Copied to Clipboard Share to X Share to LinkedIn Share to Facebook Share to Mastodon Share Post via... Report Abuse YouTube Golf Posted on Jul 10, 2025 Golf.com: Warming Up with Jon Rahm and Tyrrell Hatton # golfyoutube # livgolf # rydercup # mentalgame Jon Rahm and Tyrrell Hatton team up on GOLF.com’s Warming Up series, showing why they’re golf soulmates both on and off the course. They share plenty of laughs—Hatton calls Rahm a “big teddy bear” despite his fierce on-course look, while Rahm insists Hatton is “one of the funniest people you’ll ever meet.” Beyond the jokes, they dive into their game-day mindsets: Rahm says he’s “irrationally positive,” whereas Hatton warns that too much positivity can drain you. Their chemistry and contrasting approaches make this rare two-player interview a must-watch for golf fans. Top comments (0) Subscribe Personal Trusted User Create template Templates let you quickly answer FAQs or store snippets for re-use. Submit Preview Dismiss Code of Conduct • Report abuse Are you sure you want to hide this comment? It will become hidden in your post, but will still be visible via the comment's permalink . Hide child comments as well Confirm For further actions, you may consider blocking this person and/or reporting abuse YouTube Golf Follow Joined Jun 22, 2025 More from YouTube Golf No Laying Up Podcast: Everyone Only: The Gimme Golf Club Origin Story | NLU Pod, Ep 1033 # golf # golfpodcasts # golfyoutube # localgolf Golf.com: Bringing the Anthem to the PGA Tour: One Family's Story of Service # pgatour # historyofgolf # golfyoutube # golfmedia Golf.com: Secrets of Long Island Private Golf: A 1-Member Club, Hamptons Hideaways and Caddie Confessionals # coursereviews # golfdestinations # localgolf # golfyoutube 💎 DEV Diamond Sponsors Thank you to our Diamond Sponsors for supporting the DEV Community Google AI is the official AI Model and Platform Partner of DEV Neon is the official database partner of DEV Algolia is the official search partner of DEV Golf Forem — A community of golfers and golfing enthusiasts Home About Contact Code of Conduct Privacy Policy Terms of Use Built on Forem — the open source software that powers DEV and other inclusive communities. Made with love and Ruby on Rails . Golf Forem © 2016 - 2026. Where hackers, sticks, weekend warriors, pros, architects and wannabes come together Log in Create account | 2026-01-13T08:48:43 |
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