The differences between HTML and CSS
Imagine HTML and CSS are your good friends. They have aspergers and are really amazing at particular things.
For example, HMTL is great with creating text, images and other content and CSS is a wonder with colours, placement and other styling things and also loves curly braces.
Luckily for us, they work really well with each other and are good communicators when it comes to this.
To balance all this amazingness out they are unable to do the things their buddy can do.
Sometimes CSS jumps in and adds some colour or styling in HTMLs workbook and that's fine but HTML never writes in CSS's workbook.
They both work better when there is order and things are done how they expect them to be done, no new fancy cajun tofu and butter bean dinners for them, just the usual.
At first you thought they were confusing and that they didn't get on well with people very well
but once you learnt that they have their special ways of doing things and accepted that this is how they are
your friendships bloomed and things became a lot easier, apart from the melt downs that occured for leaving out a semicolon or a bracket, that never got easier.
Control flow and loops
Control flow is kind of like getting dressed - You put on undies first and then pants, never the other way around unless you're being a superhero in which the order goes undies, pants then undies.
Loops are useful for sorting through data and pulling out the information that is asked for. There are 5 different loops which do slightly different things.
For example, to find out to find out what's in the pantry for breakfast you could use the following `for` statement.
var breakfastOptions = {
"muesli" : 4,
"peanutButter" : 17,
"eggs" : 3,
"honey" : 0
}
for (var i = 0; i < breakfastOptions.length, i++) {
return breakfastOptions[i];
}
console.log(breakfastOptions);
The DOM
The DOM stands for “Document Object Model”.
It is a way to inspect what is going on in a webpage and is quite cool cause you can manipulate the existing code of a website. The DOM comes up on a webpage when opening right clicking and selecting 'inspect'.
`.getElementById()`, `getElementByClassName()` and `getElementByTagName()` allows all elements within the previously specified area (eg document) to call an element by it ID, class or tag name(eg `li` tags) and using `var`can store them using a new keyword for using in the DOM
The difference between accessing data from arrays and objects
The difference is that arrays are like ordered lists and you refer to what number (starting from 0) item you would like to access and objects are like unordered lists, they don't have numbers so you refer to what the name of the key is to access the data.
Accessing data from an array goes like this:
myArray[3] -- this locates the 4th item in the array list.
Accessing an item in an object goes like this:
myObject["pants"] -- this locates the item called "pants" from the object list.
I found the following websites helpful to understand arrays and lists better:
* Object vs Array - Codecademy
* JavaScript Arrays and Objects Are Just Like Books and Newspapers - freeCodeCamp
What are functions and why are they useful?
Functions are a block of code that does a particular task when asked to.
They are useful because they make completing tasks faster and more efficient and accurate than writing them down in long form.
This makes it easier to read the code and I assume makes the script run faster. Functions are a fundamental part of Javascript


The 4.4-RC2 release is based on the Android 4.4.2 (KitKat-MR1 release) with a lot of x86 specified code to let the system runs smoothly on x86 platforms, especially for netbooks or tablets. Except the features and bugfixes since 4.4-RC1, there are more features include
We tried to create a universal image for most x86 platforms for the kitkat-x86 release. The plan is still in an experimental stage. Please report bugs to the android-x86 forum with detailed specs of your machine and error logs.
sha1sum: 3b7acd23d3feb87ed13a2c5f489ea1a3f254f809
The iso file is hybrid format. That means you can dump the iso into a usb drive and get a bootable usb stick, like
dd if=android-x86-4.4-RC2.iso of=/dev/sdX
where /dev/sdX is the device name of your usb drive.
repo init -u git://git.osdn.net/gitroot/android-x86/manifest -b kitkat-x86
repo sync
Read this page for how to compile source code.


Some of you might think we just sit around all day/week/month
and read books, listen to music, talk to other cruisers, do
school, and generally relax. Well most of the time that is
correct - but sometimes we actually do hard work.
Just the other day we had to clean the bottom of the boat.
There are two ways to do this job, the first is have the boat hauled
out of the water and clean it, usually with a high pressure
hose. The second way is to clean it while it is in the
water. If you don't ever clean your boat bottom, then the hull
could start to look like the one in the picture with all the
growth on it, not a very fast boat.
When we have hauled our boat we clean it, and then apply new
bottom paint to help keep things from growing on the hull.
The top left picture is just after we had hauled the boat this last
time and the top right picture is after we had applied new bottom
paint.
To clean the boat in the water you grab a hand
brush, your snorkeling equipment and jump into the water.
Your arm can reach about 2 to 3 feet into the water and so you
scrub the boat with you head at water line. After that you
start to dive down, scrub for as long as you can hold your
breath, come up for air and repeat. To do one side of the
takes a good 30 minutes and since we have 2 hulls and 2 sides
per hull it takes a good 2 hours to get the bottom all clean.
Does not sound like much work but the diving and holding your
breath while scrubbing takes a bit of practice, and gets quite
tiring - not whining just
informing.
So you see we are not just sitting around doing nothing
here. We will also have to clean and then wax the hull
that is about the water. You might think going through
the water would keep the hulls nice and clean but not the case.
They also get dirty and more for looks than performance you need
to at least clean the hull. With the amount of sun we are
getting it is also useful to protect the fiberglass with wax - so
you know the drill, wax on --- wax off, sore shoulders.
If you want to practice what living on a boat could be like,
then next time you clean your shower, clean the upper half, and
then everything below waist level, hold your breath, clean, then
stand up again before you breathe. While doing this, try
to imagine fish swimming below and sometimes around you, and
your shower walls moving back and forth with the wind.
07/04/13; Not all fun and games
dirty hull just after a haul out |
nice clean hull with fresh bottom paint |
bad hull with lots of growth, not our boat |
the mighty snorkeling to clean the boat |
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Get(FilePath)If you specify the context for the current calculation, this function will be evaluated based on that context; otherwise, it will be evaluated based on the context of the current window.Note For information on how functions evaluate differently on the host versus the client, search the FileMaker Knowledge Base available at http://help.filemaker.com.Returns file:/driveletter:/databaseName for local files in Windows.Returns file://volumename/myfoldername/databaseName for remote files in Windows.Returns file:/path/databaseName for local and remote files in OS X.Returns fmnet:/networkaddress/databaseName for FileMaker Pro networked files.


NUMBER GUESSING
Number Guessing Game
Try and guess a random number between 1 and 100
You have 10 attempts to guess the right number
Guess
Again?


Lithia Helmreich
I am a current major in Computer Science with a minor in Statistics at Wheaton College, MA. This past summer I worked with the Lexomics Research Group on the visualization of statistical text-analysis tools. This coming spring I will be attending the AIT-Budapest Computer Science Program in Budapest, Hungary, and the following summer I will be working for Olark. All contact information can be found on my resume.


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Ocular Engine
|
D3D11 implementation of a UniformBuffer (ie Shader Constant Buffer) More...
#include <D3D11UniformBuffer.hpp>
Public Member Functions | |
| D3D11UniformBuffer (UniformBufferType type, ID3D11Device *device, ID3D11DeviceContext *context) | |
| virtual void | bind () override |
| virtual void | unbind () override |
| Public Member Functions inherited from Ocular::Graphics::UniformBuffer | |
| UniformBuffer (UniformBufferType type) | |
| void | setFixedData (UniformPerFrame const &data) |
| void | setFixedData (UniformPerCamera const &data) |
| void | setFixedData (UniformPerObject const &data) |
| void | setUniform (Uniform const &uniform) |
| Uniform const * | getUniform (std::string const &name) const |
| Uniform const * | getUniform (uint32_t registerIndex) const |
| std::vector< Uniform > const * | getUniforms () const |
| uint32_t | getNumUniforms () const |
| uint32_t | getUniformsSize () const |
Protected Member Functions | |
| void | packUniformData () |
| void | packDynamicUniformData () |
| void | packFixedUniformData () |
| void | buildD3DBuffer () |
| void | updateD3DBuffer () |
Protected Attributes | |
| ID3D11Device * | m_D3DDevice |
| ID3D11DeviceContext * | m_D3DDeviceContext |
| ID3D11Buffer * | m_D3DBuffer |
| Protected Attributes inherited from Ocular::Graphics::UniformBuffer | |
| uint32_t | m_Type |
| bool | m_IsDirty |
| std::vector< Uniform > | m_Uniforms |
| User-friendly copy of Uniform data that is easily modifiable. Strictly CPU-only. | |
| float * | m_UniformData |
| Raw, packed (16-byte) uniform data. Only modify when m_IsDirty is true and not in use by GPU. | |
| uint32_t | m_UniformDataSize |
| Size of the raw uniform data. | |
D3D11 implementation of a UniformBuffer (ie Shader Constant Buffer)
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overridevirtual |
Currently binds automatically to both Vertex and Fragment stages.
The issue here is that the CameraManger is requesting to create UniformBuffer objects inside the main OcularEngine initialization method. But at that point, OcularGraphics has not been fully initialized (only created) as the driver requires a window to have been created to use the HWND during D3D11 setup.
Reimplemented from Ocular::Graphics::UniformBuffer.
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protected |
This method most likely could be placed in the UniformBuffer class. But, there is potentially some very-API specific packing going on here.
For D3D11, everything must be packed along 16-byte registers and this behaviour may or may not be the same for OpenGL (have not yet gotten to writing the GL4 library, and it's been several years since using OpenGL).
If OpenGL ends up having identical requirements, then this method will be migrated to the parent UniformBuffer class.
Here we pack everything along 16-byte sections of the raw data array. This means that padding will need to be added for both single-float uniform values and for Matrix3x3 values.
Examples:
float -> {value, padding, padding , padding} Vector4f -> {value.x, value.y, value.z, value.w} (also Color) Matrix3x3 -> {value[0][0], value[0][1], value[0][2], padding, value[1][0], value[1][1], value[1][2], padding, value[2][0], value[2][1], value[2][2], padding} Matrix4x4 -> {value[0][0], value[0][1], value[0][2], value[0][3], value[1][0], value[1][1], value[1][2], value[1][3], value[2][0], value[2][1], value[2][2], value[2][3], value[3][0], value[3][1], value[3][2], value[3][3]}


Gospel Singer, Sinach Gives Birth To Her First Child After 5 Years Of Marriage
by BB JonesGospel singer, Osinachi Joseph Kalu, popularly known as Sinach has reportedly given birth to her first child after 5-years of marriage.
Pastor Chris Oyakhilome happily broke the news during the just concluded LIMA awards, which held in Lagos at the Loveworld Convocation Arena.
At the event, Sinach went home with the 100, 000 US Dollars prize, for the Song of the Year Award 2019 “There’s An Overflow”.
Pastor Chris while giving her the award and breaking the good News said:“Thank you for that song, we are all excited with what the Lord has done in your life, of course in the life of many others standing with you here we just love you. And I told them, you just had a baby! so everybody got excited.”
Sinach has over 1 million subscribers on her YouTube channel, the only female in Africa to have that kind of followers on social media.


I am web designer and developer who thrives on visual storytelling and great user experience. When I'm not making websites or learning new skills, I can be found making music and shooting and editing videos.
I was born and raised in Hawaii on the beautiful island of Maui. I started playing music at a young age and eventually attended a private arts college in Seattle for composition and music theory.
To me creating a website is like creating a song. Just like a musician needs to know music theory, a web designer and developer needs to know the languages of the web and the basics of design.
The creative possibilities are infinte even when given a set of rules to work within. Equipped with the knowledge, I can create a variety of experiences, each evoking their own emotions and intended tone.


Release checklist
This checklist is meant to provide guidance for teams contributing treebank data for a new release of Universal Dependencies. It was created for release v1.2 and applies, unless otherwise noted, to any upcoming release.
Contents:
Executive summary
- Make sure your repository has the right files, correct metadata in the README, and data being prepared for the next release lives on the
dev
branch. - Make sure your data and repository pass the format validation: direct link to the format validator output.
- Make sure your data does not show major deviations in the content validation: direct link to the content validator output.
Repository and files
Every language has its own GitHub repository called UD_Language
, where Language
is the name of the language. For example, the repository for Finnish is called UD_Finnish
. Make sure to create the repository for your language if it does not already exist.
Every language repository should contain the following five files (where xx
is the ISO code for the given language):
xx-ud-train.conllu
xx-ud-dev.conllu
xx-ud-test.conllu
README.txt
orREADME.md
LICENSE.txt
The first three files contain the treebank data split into a training, development and test set. These should be in CONLL-U
format and conform to the universal guidelines. They need to be validated as described below. The README.txt
file contains basic documentation of the treebank and machine-readable metadata for the UD main page (see below) and the LICENSE.txt
specifies under what license the treebank is made available.
The README
file should minimally contain the following information:
- A description of the treebank and its origin (creation method, data sources, etc.)
- A description of how the data was split into training, development and test sets
- Basic statistics about number of sentences, tokens, etc.
- Acknowledgments and references that should be cited when using the treebank
- A machine-readable section with language metadata. This is described [here](
Note that the basic statistics can be produced using the script conllu-stats.py
available from the tools
repository and run as follows:
$ python conllu-stats.py --stats ../UD_Finnish/*.conllu
For previously released corpora, the README file should also include a “changelog” section summarizing changes between versions e.g. as follows
``` Changelog
2015-05-15 v1.1
* Added lemmas
* Corrected tokenization in sentences 123 and 456 ```
Language metadata
The readme file contains metadata used to generate the overview table on the UD main page: data source, license, genres, and documentation status. The format of this metadata is described here
The table on the front page is automatically generated from special lines in the README.txt
or README.md
file for every language. This means that in order to add a new language, also its repository must be created, minimally with the readme file. Here is an example of the language metadata block from the Finnish README file
Documentation status: complete
Data source: semi-automatic
Data available since: UD v1.0
License: CC BY-SA 4.0
Genre: blog wiki legal news fiction
Contributors: Ginter, Filip; Kanerva, Jenna; Laippala, Veronika; Missilä, Anna; Pyysalo, Sampo
This block can be anywhere in the readme file. The properties are as follows:
Documentation status
can becomplete
,partial
, orstub
.Data source
can beautomatic
,semi-automatic
, ormanual
. Here, as a rough guidance,manual
means that every word of every sentence has been manually checked, whereassemi-automatic
means an automatic conversion with major manual checks of various types of constructions.Data available since
can beUD v1.0
,UD v1.1
,UD v1.2
, andUD v1.3
. As the current release is 1.2, new languages which will be included in 1.3 should set this property accordingly.License
: anything containing the stringBY-NC-SA
will be given the CC non-commercial logo,BY-SA
orBY
the CC logo, andGNU
the GNU logo. To add any other license, please provide a suitable icon to<EMAIL_ADDRESS>and<EMAIL_ADDRESS>: this is simply a space-separated list of genres which gets mapped into symbols in the table. The possible genres are listed in this file in the repository. If you don’t see yours, just edit the file on GitHub and add your genre, choosing one of the symbols from the FontAwesome list. Please make sure you get the syntax right, since this is a machine-readable JSON file. It is also possible to not add the genre to thegenre_symbols.json
file, in which case the default symbol will be used automatically. The genre name will still remain visible in the mouse-over tooltip.Contributors
: the list of contributors to be included with the data release and in the LINDAT download page. This is a semi-colon separated list where every name is in theLast, First
form and the readme file should be utf-8 encoded to make sure special characters are preserved correctly.
Repository branches
While the official UD release is always through Lindat, many users of UD source their data from the GitHub language repositories. Therefore, the master
branch of every language should contain the last, officially released version of the data for the given language. The development in between releases should happen on the dev
branch of the repository.
Validation
Data format and repository
Up-to-date automatic validation runs of the repositories are available here. These are based on the dev
branch of the data and use the validate.py
script described below.
The final data validation is an important step and each file released in the project is expected to validate as conforming to the basic requirements on the data and format. For this purpose, there is a validation script in the tools repository.
$ git clone git@github.com:UniversalDependencies/tools.git
$ cd tools
$ python validate.py -h
In general, you validate the data like so:
python validate.py --lang=xx [file.conllu]
for example for Finnish:
$ python validate.py --lang=fi ../UD_Finnish/fi-ud-dev.conllu
*** PASSED ***
Among other items, the script also validates the language-specific set
of tags and relations and therefore it needs to know about these. The
language-specific lists are stored in data/deprel.xx
(language-specific relations) and data/feat_val.xx
(language-specific features). In addition data/*.ud
stores the UD
taglists. Before you can validate data for a given language, you need to
produce and commit the necessary tag lists. You can make the initial lists
like so:
$ python conllu-stats.py --deprels=langspec path_to_your_data/*.conllu > data/deprel.xx
$ python conllu-stats.py --catvals=langspec path_to_your_data/*.conllu > data/feat_val.xx
This will gather the language-specific lists in descending order by their frequency. It is important to check the resulting files for correctness, because otherwise the validation would of course be a no-op. Once you have checked the lists manually, you can add them to the repository:
$ git add data/deprel.xx data/feat_val.xx
$ git commit -m "Adding language-specific data for xx."
$ git push
Syntax
For the v1.3
release, we have created an additional number of tests which try to uncover possible logical inconsistencies in the treebank data. Automatic validation runs for this syntax validation are available here. Unlike the data format and repository validation, this validation machinery is not streamlined enough to be distributed for offline use, therefore it is important to regularly push your data to the dev
branch of the repository.
The tests are specified in the file gen_index/stests.yaml
and rely on the query language of the SETS search interface.
Language-specific guidelines
Every treebank should be accompanied by a set of language-specific guidelines at http://universaldependencies.org/. These guidelines should minimally specify the following:
- Tokenization: How was word segmentation performed? Does the treebank include multiword tokens?
- POS tags: What universal POS tags (if any) are not used?
- Features: What universal features are not used? What language-specific features/values have been added?
- Relations: What universal relations are not used? What language-specific subtypes have been added?
There are more detailed guidelines for language-specific documentation. Also see the general guidelines about how to contribute.