Forking vs Cloning in GitHub

I have a GitHub account and my friend invites me as a collaborator to his project. And now I want to rub the code base locally in my personal computer. Help me with following; Do I need to clone his repo into my personal computer and do changes and then commit. or Do I need… Read More Forking vs Cloning in GitHub

How to apply function that returns Result to each element of HashSet in Rust

As a language that aims for safety and performance, Rust provides a powerful data structure called HashSet that provides a fast and efficient way to store and retrieve unique values. HashSet is optimized for scenarios where you need to check for the presence of a value and avoid duplicates, making it a popular choice among… Read More How to apply function that returns Result to each element of HashSet in Rust

Cloning an element multiple times with id

I have a li element parented to a ul with id holder. I need to clone the li multiple times, have all the clones parented to the holder ul and change their id. My hierarchy looks like this: <ul id="holder"> <li> <label class="toggle-button"> <input type="checkbox" id="1" onclick="toggleCheckbox(this)"/> <p class="neon" >MY1 </p> <i class="fa fa-power-off"></i> </label>… Read More Cloning an element multiple times with id

it is deleting the game object instead of deleting its clone

I’m not exactly sure what I’m doing wrong here. The results I want is clone the game object set it active then delete game Object clone. But instead, It’s it deleting the game Object base which is stopping from happening again. if (AttackChoice == 2) { MaxedOut(); gameObject.GetComponentInChildren<Renderer>().material.color = Color.white; var clone = Instantiate(Pt, portalSpawn.position,… Read More it is deleting the game object instead of deleting its clone

Implementing ToOwned ('a -> 'static) for an enum containing Cow<'a, str> causes unmet lifetime requirement

Context Playground link: https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=de1286b8bce0dfb840a5fc0b50df25ad I was reading this other SO post, which was saying you can convert a struct containing a Cow to have a ‘static lifetime. Based on that post, I then tried the following: use std::borrow::Cow; enum S<‘a> { A(Cow<‘a, str>), B(i32) } impl ToOwned for S<‘_> { type Owned = S<‘static>; fn… Read More Implementing ToOwned ('a -> 'static) for an enum containing Cow<'a, str> causes unmet lifetime requirement