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In version control systems, a repository is a data structure that stores metadata for a set of files or directory structure. [1] Depending on whether the version control system in use is distributed, like Git or Mercurial, or centralized, like Subversion, CVS, or Perforce, the whole set of information in the repository may be duplicated on every user's system or may be maintained on a single ...
A .gitignore file may be created in a Git repository as a plain text file. The files listed in the .gitignore file will not be tracked by Git. [69]: 3–4 This feature can be used to ignore files with keys or passwords, various extraneous files, and large files (which GitHub will refuse to upload). [70]
A software repository, or repo for short, is a storage location for software packages. Often a table of contents is also stored, along with metadata. A software repository is typically managed by source or version control, or repository managers. Package managers allow automatically installing and updating repositories, sometimes called "packages".
GitHub (/ ˈ ɡ ɪ t h ʌ b /) is a proprietary developer platform that allows developers to create, store, manage, and share their code. It uses Git to provide distributed version control and GitHub itself provides access control, bug tracking, software feature requests, task management, continuous integration, and wikis for every project. [8]
In software engineering, dependency injection is a programming technique in which an object or function receives other objects or functions that it requires, as opposed to creating them internally. Dependency injection aims to separate the concerns of constructing objects and using them, leading to loosely coupled programs.
Unity gives users the ability to create games and experiences in both 2D and 3D, and the engine offers a primary scripting API in C# using Mono, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. [52]
For the compilation process to be deterministic, the input to the compiler must be the same, regardless of the build environment used. This typically involves normalizing variables that may change, such as order of input files, timestamps, locales, and paths. Additionally, the compilers must not introduce non-determinism themselves.
The game's rendering engine featured environment mapping, Gouraud shading, volumetric fog, and other effects such as decals that allowed for textures to be projected onto interiors in real time (for example, a player in a Torque Game Engine game might fire a weapon that left a bullet hole in the wall, and the bullet hole would be a decal ...