224 Matching Annotations
  1. Sep 2016
  2. Jun 2016
    1. T he Future of Publications in the Humanities

      Fuchs, Milena Žic. 2014. “The Future of Publications in the Humanities: Possible Impacts of Research Assessment.” In New Publication Cultures in the Humanities: Exploring the Paradigm Shift, edited by Péter Dávidházi, 147–71. Amsterdam University Press. http://books.google.ca/books/about/New_Publication_Cultures_in_the_Humaniti.html?hl=&id=4ffcoAEACAAJ.

  3. May 2016
    1. news articles on neighbor-hood displacements over the years to get students thinking further about underlying issues that affected them.

      Gentrification -- or housing patterns -- is a great topic to explore with youth, precisely because it is both in the news and the stories represent historical patterns that can be studied deeply. Similarly, this is a teaching moment that can be about what is happening in the lives of youth in our classes and built on the strategies of placed-based education and writing. I started to pull some of this together around Renee Watson's Youth Adult novel Close To Home and Linda Christensen's work with the Oregon Writing Project and beyond with the Roots of Gentrification. See http://youthvoices.net/home1 I'd love to finish some of this curriculum development -- but only when teaching the material with students, not in the abastract.

  4. Apr 2016
    1. Each class that derives from UObject has a singleton UClass created for it that contains all of the meta data about the class instance. UObject and UClass together are at the root of everything that a gameplay object does during its lifetime. The best way to think of the difference between a UClass and a UObject is that the UClass describes what an instance of a UObject will look like, what properties are available for serialization, networking, etc. Most gameplay development does not involve directly deriving from UObjects, but instead from AActor and UActorComponent. You do not need to know the details of how UClass/UObject works in order to write gameplay code, but it is good to know that these systems exist.
  5. Mar 2016
  6. Jan 2016
  7. Dec 2015
    1. Clojure Design Patterns

      Intro Episode 1. Command Episode 2. Strategy Episode 3. State Episode 4. Visitor Episode 5. Template Method Episode 6. Iterator Episode 7. Memento Episode 8. Prototype Episode 9. Mediator Episode 10. Observer Episode 11. Interpreter Episode 12. Flyweight Episode 13. Builder Episode 14. Facade Episode 15. Singleton Episode 16. Chain of Responsibility Episode 17. Composite Episode 18. Factory Method Episode 19. Abstract Factory Episode 20. Adapter Episode 21. Decorator Episode 22. Proxy Episode 23. Bridge

    1. Data gathering is ubiquitous in science. Giant databases are currently being minedfor unknown patterns, but in fact there are many (many) known patterns that simplyhave not been catalogued. Consider the well-known case of medical records. A patient’smedical history is often known by various individual doctor-offices but quite inadequatelyshared between them. Sharing medical records often means faxing a hand-written noteor a filled-in house-created form between offices.
  8. May 2014
  9. Jan 2014
    1. For example, by statistically analyzing the interrelationships of relocation data among individuals, it will be possible to distinguish and quantify population-level movement patterns such as migration, range residency, and nomadism.

      Quantifying movement patterns at the population-level:

      • migration
      • range residency
      • nomadism