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http://stats.grok.se/en/latest90/Greater_Bostona.k.a. Dialmove. Protecting SNOWFLAKEs since January 2012.
Oh shit, they keep the User pages of deceased Wikipedians as a memorial. I'll need to do cleanup one of these days.
Watching for:
mw:Winter is coming.
Learning Wikipedia:New pages patrol.
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Inclusion criteria for Lists and Stand-alone lists
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Wikipedia_talk:User_pages#Should_old_user_space_drafts_have_an_expiration_date.3F. Drafts have no expiration date
I'm (mostly) proud of my cleanup work [5] in the Monad (functional programming) article (before [6], after [7]).
Other articles to which I've significantly contributed:
Working hard to make lead sections understandable at least in these articles:
Plenty others...
Teoría de juegos-game theoretic analysis of Wikipedia conflict by User:Volunteer_Marek/gt.
anti-bite templates:
subst:Uw-bite
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subst:Uw-npa2
subst:Uw-agf2
subst:Uw-notcensored1
subst:Uw-own3
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The first message a new editor should receive is a Welcome notice, not a revert warning. You can use the {{welcome}} template, or activate Twinkle at Preferences->gadgets to access the list of pre-populated welcome templates tailored for problematic editors, that are much less bite-y than the raw templates. Thanks!
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{{Reflist|refs= <ref name="refname1">content1</ref> <ref name="refname2">content2</ref> }}
Reliable Sources search engine Situational Sources for Video Games
http://www.ii.uam.es/~dmoya/index.html
[User:Diego_Moya/vector.js vector javascript page]
Insert References tools:
Wikipedia:Tools - todos los enlaces
Tools Labs (Wikimedia foundation) https://tools.wmflabs.org/
My half baked articles-
http://debburn.alioth.debian.org/FORK
What is confusing readers? Disambiguation can be done wrt:
-- no threshold -- lacking Wikt stat
Disambig:
add a warning about the validity of page views
it measures the number of people that accessed each page, not the users who wanted to read about it. These may be correlated, but reliable only in these circumstances
base name is a disambiguation page
no English language common idiom or word -> no way to know if readers looked for the topic or the words
no short term rise in popularity recent event anywhere in the world
(only if the event is world-wide and steady it will show a real rise of interest - otherwise it measures the interest of just a small amount of readers)
-PRODding everything out of view makes sense to keep the main space neat, as this is the showcase of our work ; but the Draft space doesn't have those requirements, so it's in no need of being cleanud up so thoroughly - we can be more lenient, and keep things just in case they may be useful in the future. That's the spirit of Preserve policy and what allows the Wiki way of building content to work. -"Article space is deletionist, Draft space is inclusionist".
We can follow several non-exclusive approaches to maintain a list, ranging the inclusion criteria, handling growth, and discussion at the talk page. Robust lists that are accepted by community have objective inclusion criteria that are easy to assess, without much place to disagreement, and are strict enough to leave as many items outside is scope as those included.
The lists for art games and games as an art form were originally a single list. It was split to and provide a clearer inclusion criteria for each. They can be split by notable subtopic (genre) or by organizational (year, country). A group of verifiable but not-notable items can be split as a companion list if the group itself has received commentary. This helps to keep the list size manageable, allowing each topic to grow at a different rate without making it unbalanced.
User:Diego Moya/Female VG characters
**Wikipedia:Article_Incubator/List_of_female_video_game_characters_by_role - Incubated
http://ee-flow.wmflabs.org/wiki/Sandbox
http://naldzgraphics.net/design-2/11-reasons-why-white-spaces-are-good-in-graphic-design/
collaborative editing and structure
TOC & pagination & archiving https://trello.com/c/1Mdiy4Fn/687-table-of-contents-new-draft https://trello.com/c/D07zN08H/334-archiving-pagination
Notifications Wikipedia_talk:Notifications/Archive_5#Granularity Wikipedia:Village_pump_(idea_lab)#Can_we_have_a_color_scheme_for_the_notifications_count.2C_please.2C_and.2C_if_not.2C_perhaps_some_other_color_than_red.3F https://bugzilla.wikimedia.org/show_bug.cgi?id=56476 Wikipedia_talk:Notifications#Two_kinds_of_notifications
Enchanced scratchpad vs Forum boards
Document-oriented workflow
My comments at the portal: [54]
Wikimedia list
https://trello.com/c/1Mdiy4Fn/687-table-of-contents-new-draft
Ambiguous term | Currently a primary topic? | Most visited | Second most visited | Ratio first/second | Relation between two most visited topics |
---|---|---|---|---|---|
Boston (disambiguation) | Yes | Boston, Massachusetts 327818 visits Geography | Boston (band)*
98347 visits Entertainment |
3.33 | Second topic took its name from the most visited |
Chicago (disambiguation) | Yes | Chicago, Illionis 457522 visits Geography | Chicago (band) 116813 visits Entertainment | 3.9 | Second topic took its name from the most visited |
Richmond | No | Richmond, Virginia 95326 visits Geography | Richmond, London 26575 visits Geography | 3.5 | US place took name from UK place |
A Coruña (disambiguation) | Yes | A Corunha** 43830 visits Geography | Province of A Coruña 2761 visits Geography | 15.8 | Second topic (the province) took name from first (the city) |
Lorca | No | Federico García Lorca 54165 visits Author | Lorca, Spain 3354 visits Geography | 16.14 | Surname originates from the city |
America | No | US (country)
32157 visits*** |
Americas (continent)
7898 visits*** |
4.07 | First topic took name from the second |
* The second article in the Geography category is Greater Boston, with 33785 visits in the last 90 days (aprox. 1/10 the main topic). [56] The name originally came from Boston, Lincolnshire, whose article got 19973 visits (1/16). [57]
** There's an article linked from the disambiguation page, Deportivo de La Coruña with 61719 visits,[58] but that's commonly referred to as "Depor", not "A coruña".
*** Here we have data of the redirects from users arriving to the disambiguation page by searching for the term "America"
Attention_economy#Intangibles The Edge Article "BETTER THAN FREE" By Kevin Kelly published February 5, 2008
http://www.nirandfar.com/2012/11/the-network-effect-isnt-good-enough.html
[59] Or maybe they're just...
56-bit_encryption Alef_(programming_language)
I've been working on a new draft, include the concerns from the opposition to the version in the RfC. I'm trying to emphasize actionable measures and decision criteria over subjective measures (whether a topic "merits" an article or not) that will always be a matter of personal opinion and are prone to produce division. I believe the opening sentence ("having a standalone article on Wikipedia is a matter of style") is safer than the previous proposal ("a standalone page is not required for every topic"), which was geared towards not having the article.
In addition to the previous ideas of when a notable topic should still be merged, I've added a new section with reasons for keeping the standalone article. I hope that these criteria, listed as bullet points, should stimulate direct discussion and thus facilitate agreements and consensus-building.
I'm not sure how to proceed to introduce a new draft now that the previous one is the basis for the RfC, and it's already showing some support (as well as opposition). I think it's common to first refine the new proposal to a sensible middle ground and then start a straw poll for each proposal so that clear preferences can be stated.
When a topic satisfies the notability standards, having a standalone article on Wikipedia is a matter of style and how the available information is best presented. A notable subject can be covered better as part of an article for a broader topic, including context that would be lost on a separate page. Conversely, when there is enough information to create a well balanced article, a separate page provides more room to cover the topic in depth. Subject-specific notability guidelines and WikiProject advice pages may provide information on how to make these editorial decisions in particular subject areas.
Notable topics as part of larger articles
A topic can be described in a small part of a wider article when there is not enough content for a start class article. In that situation, redirection pages and disambiguation can be used to direct readers searching for such topics to the appropriate articles and sections within them. The topic should be relevant to the content of the target article.
Notable topics as standalone pages
Deciding whether a separate article is needed is often difficult for a notable topic with few reliable sources, or for which sources provide a small amount of distinct information. There are some cases where covering such topic with a short article is still a good idea:
Problems created by creating Wikipedia edit tools that not support a wiki platform:
Talk pages consultation 2019 finally some thoughts in the correct direction
Trascendency: thriving on the attainment of far-reaching goals and aspirations; an inherent need to evolve, improve and get better. (Paraphrased from [61])
"Human2Human computer-mediated interaction":
Knowledge model | Tools | (Known) outcomes |
---|---|---|
Group decisions | Masive "big" data analysis, consensus-building protocols | Tribes, mob rule, hive mind, Gaia, war |
Semi-automated politics | Cryptography. Hacking tools. Search engines. IBM Watson. Complex event processing[62] | Cyber war. Bot-nets. P2P content sharing. Wikipedia. TV tropes. |
Augmented intellect | Anything shown at the mother of all demos. | Wikiprojects. Knowledge markets like About.com and Quora. |
"Human-computer interaction"
Data model | Data entry tool | State evaluation tool |
---|---|---|
? | ||
Inferred concepts | Deep learning processes | Bret Victor's feedback-based programming environment |
Ontology | Ontology browser. Wiki platform. | WYSIWYM |
Markup language | Visual editor | WYSIWYG |
High-level interpreted language | Text editor + Intellisense-like API autocompletion | IDE + debugger |
Low-level compiled language | Text editor | IDE + debugger |
Machine instructions | Keypad | Hex editor / disassembler |
Binary code | Switches | LEDs |
Electronic signals | micro controller + data bus? | oscilloscope or logic analyzer |
http://yeoman.io/about.html http://www.zingdesign.com/bootstrap-3-as-a-web-development-workflow-tool/
(prompted by [63])
That "fight for your lifes" rhetoric is number 1 tool in the dictator's manual to get people fight in their place, either the dictator-in-place or the dictator-wannabe in the opposition. This is the way that leads to war, in which everybody looses except those planning for it and encouraging it in order to make economic benefit from the strife.
Dictators have power because they're at the peak of a wide social network; the way to fight them is to remove their bases. So you don't negotiate with them, you convince their followers so that they drop their support; and you need negotiation to achieve that. Instead, if you simply rise the stakes you make the support from the basis stronger; the end result of a violent revolution is a more solid dictatorship from whomever manages to win the armed conflict.
And my own take:
The Functional Reactive paradigm provides better abstractions for concurrency than imperative code - futures, promises and observables are at a way higher level than locks and semaphores, and in many cases allow writing complex asynchronous code in a pure functional way. For the rest of cases, you can add explicit state and transform it into an agent-based model, which is essentially OOP parallelism done right.
So yes, I think a high-level paradigm that simplifies synchronization can make complex parallel tasks easier to program and reason about. I've seen some examples in action, of which Espresso Logic is an awesome case. ... That's like saying that building a library for P2P communication is trying to reinvent the TCP/IP protocol. Sometimes you need to look your old tools from a new perspective to adapt it for new, complex use cases that were impossible to tackle from a low level perspective.
Several mayor players as well as multiple small ones are adopting tools from FRP for their libraries and software stacks, and knowledge about the paradigm is spreading through official documentation, MMO courses and the blogosphere - which makes corner cases shallow, and deepens our understanding of the paradigm.
Insight: in GUI, observables and composition of streams are to events as OOP inheritance was to GUI layout and structure. The latter allowed to build components (widgets), and the former allows to build behaviors, which are reusable components of interaction ("actlets"?).
http://subbot.org/coursera/reactive/callbacks.png http://subbot.org/coursera/reactive/howtodobetter.png
I have arrived to the following intuitive way to explain why FRP and other dataflow paradigms matter.
Think first of GUIs and object-orientation: class inheritance allows you to create a hierarchy of widgets with more and more specialized behavior, and reuse the parts of code that handle common tasks like layout and redrawing. Now, you could think of this as a very complicated way to draw squares on a canvas, or realize that it breaks the GUI problem in 1) simple encapsulated components plus 2) simple glue code to bind them.
Now, I've come to believe that dataflow programming allows you to do the same thing with distributed computations and asynchronous communication. Change in the system is seen as a stream of values instead of a chain of events, which allows you to create compositions and transformations of events - in the same way that you would build complex dialogs by composing and transforming widgets in a GUI.
This complex composition of events is very difficult to reason about in imperative code, but in FRP it takes the form of reusable "behavior components" that are programmed in a simple way (clasic stateless functional composition). The hardwired inputs and outputs between static widgets and/or dynamic behaviors are automatically updated by the language runtime in the lazy, efficient way you describe above.
Does all of this makes any sense?
The best thing is that, thanks to recent theoretical advances (combined with the ever increasing computational power of new hardware), FRP doesn't seem to be that inefficient any more; and I think that's why it's beginning to spread everywhere you look at. Though it will require a lot of training on old-school developers, that's for sure!
This morning I've found this list of examples in the Elm language, a FRP language which compiles to HTML+CSS+Javascript:
http://elm-lang.org/Examples.elm
The Intermediate section include a bunch of examples that are considered quite difficult in classic functional programming (video games & animation), but FRP seem to handle those very well.
The Mario and Turtle examples follow a rather intuitive structure - declare your variable structures, then define your methods for behavior (with a very imperative flavor to them - first find the image for the canvas, then rotate it, then place it on its coordinates), and connect the input devices to the model logic.
The trick is that the behaviors don't really destroy the previous value of their variables. You can use a variable as a scalar (e.g. "the x and y coordinates *right now*") but it's often useful to think of them as collections.
Each variable contains an infinite vector with all values that the variable takes during runtime, generated from one stream or a combination of them ("all mouse clicks or keyboard presses"). You can access past and future values or apply filters over the whole collection, and the efficient language VM will make sure that the current value of the stream is propagated to whatever part of the program where it's used (such as updating the screen).
Expressing the same in an imperative language would require building a state machine that keeps track of what has happened before in the sequence of values for the variable, or storing and updating in memory the collection of previous values by yourself. With FRP, those common programming aspects are encapsulated and easy to express in the language.
Of course, the glue code will take a totally different shape; in the imperative paradigm, you think of the language virtual machines as very complex state machines that consume their inputs, update their internal state by destroying the previous one, and spit new generated values by changing the state of the output devices (i.e. changing the world itself). Glue code takes the form of sequential subroutines that give orders to the machine as to what state to go next, and the pass of time is represented by moving to the next instruction in the sequence.
Instead, in dataflow languages, the virtual machine is a spreadsheet-like environment that allows you to draw directed graphs that connect components together (in a spreadsheet you can see the graph by drawing arrows between each cell and all its dependencies). Program execution consists of connecting the inputs to a data storage and waiting for the results to appear at the opposite side, and the pass of time is represented by accessing values that are positioned later and later in their streams.
It depends on perspective. If you see it as a tacked-down library on top of an interactive language, of course it's smallish. But from that perspective, OOP is just high-order functional programming plus cells, so it's not a big thing either, true? It's "just a big name for the concept of state".
The thing with programming paradigms is not that they introduce whole new constructs, it's the way they make you think about them. Any paradigm will reuse the same old basic elements available in all previous programming styles, and explain them in a new way that makes sense.
But that's the thing, if you program in RFP you *don't have* state machines, it's streams all the way down. If you study RFP as a mathematical way to describe program execution, like PL people do, it's a whole new theoretical construct, with its own set of axioms. The formal semantics of an RFP language will look different than those from an imperative language, which look different than those from a functional or a logic language.
Surely you *can* think of the language implementation as being a program written in a different, old paradigm (which negates any benefit provided by the new, btw), but you don't *need* to; any Turing-complete language can be transformed into any other. I've seen languages for programming micro-controllers based on the lambda calculus, with no notion of state, if that's your thing.
You wouldn't use dataflow programming for calculating a concurrent constraint satisfaction problem (or maybe you would, but it will be more difficult), as you wouldn't use a constraint logic solver to program a platformer game. When you find a paradigm that is well suited to the problem to solve, there's little use in thinking of how that paradigm translates into a different, less adequate paradigm.
See [1] for how different paradigms relate to each other (taken from [2]);
the difference from one paradigm to another is always minimal, but they
make the language feel completely different.
[1] http://en.wikipedia.org/wiki/File:Programming_paradigms.svg [2]
"Programming Paradigms for Dummies: What Every Programmer Should Know",
http://www.info.ucl.ac.be/~pvr/VanRoyChapter.pdf