2012年10月4日 星期四

逛街的話? 品牌篇 五分埔 & 忠孝MANGO & lowrys farm & nuee


要找到不貴又好搭最好還能趕點流行的逛街地區

在台北市屬西區的西門町 東區 與五分埔為必去地點~

便宜又大碗的實穿內搭 或是 追上當季流行衣物一定要去五分埔

五分埔全身實搭

http://www.wretch.cc/album/show.php?i=amadiz&b=20&f=1213862462&p=42

不過缺點是五分埔店家大多都不能試穿

所以要懂得挑質料與設計 屬於進階版地區

還有我記得禮拜一是大量批貨日

要去也要挑對時間 這個另文再提摟~

另外的點就是西區~西門町的特色為年輕

各種門派潮流皆有

屬於容易讓人眼花撩亂的分枝比較細的專門地區

也是日後補上~

這篇要寫的主要是東區


http://www.wretch.cc/album/show.php?i=amadiz&b=35&f=1564122847&p=40


這篇文章主要以東區的忠孝東路從SOGO到微風二館為主

男生可以帶女生坐捷運從忠孝敦化站七號出口

出站馬上就可以開始逛~ 因為

忠孝東路這幾年大力發展出的文化是新潮牌   "LoBanT'un"

尤其從sogo到att的這一段路上 兩側滿滿的都是這種商家

可以看到有趣的現象是 正在逛著挑著時 "逼逼~逼逼!"聲大作  店家一下子就都跑光了~

拿在手上的衣物還會被搶走唷~

逛這些路邊攤是需要運氣的...挑警察剛好走的時間最好逛

人潮剛好散去~方便找貨

剛剛餘悸猶存~ 老闆這時也最好講話

路邊攤的東西很多都是五分埔或是成衣商批來的 所以能殺就殺~

也不用想要有什麼好質感~


接下來要推薦幾個 適合男生帶著女生去逛街的入門品牌





首先登場的是  MANGO

來自西班牙的知名品牌MANGO在台灣是由ATT集團代理並引進台灣

MANGO的主要商品系列是分成四個主題:

Dressy上班系列、Casual休閒系列、Sport運動系列、Evening晚宴系列

為什麼會挑MANGO當作第一個介紹的品牌店家呢?

因為它的商品沒有明顯特定的年齡層限制

不管是學生、上班族、家庭主婦甚至表演、藝術工作者穿著她們的衣服都不奇怪!

重點是它什麼都有...

忠孝東路上頂呱呱對面那家是它的旗艦店

也因為是旗艦店  貨銷的最快~ 品項也最不齊全

很多容易一出來就被買斷

雖說如此還是值得一逛~

mango的好處是既有基本款 也有小禮服

上下的range橫跨很大~ 相信很多女生喜歡她們家的內搭

mango內裡實搭圖

http://www.wretch.cc/album/show.php?i=amadiz&b=20&f=1213862556&p=135

裡面那件就是萬年不變的挖背背心!




再來推薦的是  lowrys farm

這個牌子主要強調的是以休閒風格為商品的主要訴求 自由的搭配為提案

創造出實穿的休閒流行風

以色彩豐富、尺寸多、款式限量等行銷手法

讓消費者自由的搭配並穿出獨特自我的特色

適合混搭 多變的造型方向~

非常非常的日系 重多層次穿搭

在台灣的價錢不是很便宜.....倒是真的

穿搭圖  http://www.wretch.cc/album/show.php?i=amadiz&b=35&f=1564122850&p=43

圖片借自 http://tw.f2.page.bid.yahoo.com/tw/auction/b32581806



接下來的是  nuee

坐落在忠孝敦化路口lush的旁邊

是個一直都有進駐各大百貨公司的少女櫃

日本品牌 "nuee" (第一個e上面應該有一槓)

 看到"nuee"這個服飾品牌

會不會讓你聯想起 i.n.e. 或 ine-nouie 呢?

 在日本 "nuee" 其實和 "i.n.e." 是姊妹品牌

出自同一集團所以或多或少這兩個品 牌會有些似曾相識的感覺

nuee是由五個完整而獨立的品牌結合

(i.N+e、nouie、nueemono、ine piece及zakkanuee)

所以造型吸取各家長處 非常活潑多變

除了衣服之外 不管包包還是鞋子都有出

走的是日系少女甜美風

最適合剛剛開始注重自己外表的女生

如果你要帶去逛街的是個原本只會穿allstar

卻開始想嘗試低跟鞋的女孩兒最適合了

穿搭圖   http://www.wretch.cc/album/show.php?i=amadiz&b=35&f=1564122851&p=44

圖片借自 http://tw.f4.page.bid.yahoo.com/tw/auction/d24452480

最後是  moussy

帶起109辣妹風的原始教祖牌

價格比較高

但是可以參考參考

這家牌子的風格是日式美系

他們家的Tee跟牛仔褲size都是為了日本人而做 所以尺寸偏小

剪裁也相當好 非常重視修飾身材的效果

Tee都做的非常薄 印刷卻很精實

就算洗了很多次也都不會有掉色的煩惱

想走辣妹風的女生或是你想要女生走辣妹風的人一定要去逛逛

小聲說....(店員素質非常高呀!)

在東區的微風2館是在台開幕的第一家店

聽說微風本館也開幕了 詳情不清楚~

穿搭圖 http://www.wretch.cc/album/show.php?i=amadiz&b=35&f=1564122852&p=45



Android 使用 ListView 和 ListActivity



FROM

http://changyy.pixnet.net/blog/post/30715882-a.......

http://blog.joomla.org.tw/android/.......








對 HTML 來說,所謂的 ListView 大概稱得上網頁上常看到的 ul、ol、dt 或是 table 吧!這東西真的是萬用的好工具,最直觀的排版,正所謂規規矩矩,不美也不會太醜。最近我終於開始在 Android 上使用這個東西了,光這功能就能讓你完成九成的工作了。更多 ListView 跟 ListActivity 的資訊,請參考官網的介紹,這邊僅簡易的筆記。

在 MyActivity 上呼叫自訂的 MyListActivity 的方式:

public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        setContentView(R.layout.main);

        Intent mIntent = new Intent();
        mIntent.setClass(this, MyListActivity.class);
        startActivity( mIntent );
}

在 MyListActivity 中,使用簡易的排版。範例一,使用系統內建 android.R.layout.simple_list_item_1 排版:



 程式碼:

package com.example.study;

import android.app.ListActivity;
import android.os.Bundle;
import android.widget.ArrayAdapter;

public class MyListActivity extends ListActivity {
        @Override
        public void onCreate(Bundle savedInstanceState) {
                super.onCreate(savedInstanceState);

                String[] values = new String[] { "Android", "iPhone", "WindowsMobile", "Blackberry", "WebOS", "Ubuntu", "Windows7", "Max OS X", "Linux", "OS/2" };
                setListAdapter(
                        new ArrayAdapter<String>(
                                this,
                                android.R.layout.simple_list_item_1,
                                values)
                );
        }
}

範例二,使用系統內建 android.R.layout.simple_list_item_2 排版:



程式碼:

package com.example.study;

import android.app.ListActivity;
import android.os.Bundle;
import java.util.ArrayList;
import java.util.HashMap;
import android.widget.SimpleAdapter;

public class ProgramListActivity extends ListActivity {
        @Override
        public void onCreate(Bundle savedInstanceState) {
                super.onCreate(savedInstanceState);

                final String ID_TITLE = "TITLE", ID_SUBTITLE = "SUBTITLE";

                ArrayList<HashMap<String,String>> myListData = new ArrayList<HashMap<String,String>>();
                String[] titles = new String[]{ "Title1" , "Title2", "Title3" };
                String[] subtitles = new String[]{ "SubTitle1" , "SubTitle2", "SubTitle3" };

                for( int i=0;i<titles.length ; ++i) {
                        HashMap<String,String> item = new HashMap<String,String>();
                        item.put(ID_TITLE,titles[i]);
                        item.put(ID_SUBTITLE,subtitles[i]);
                        myListData.add(item);
                }

                setListAdapter( new SimpleAdapter(
                        this,
                        myListData,
                        android.R.layout.simple_list_item_2,
                        new String[] { ID_TITLE, ID_SUBTITLE },
                        new int[] { android.R.id.text1, android.R.id.text2 } )
                );
        }
}

其中 android.R.layout.simple_list_item_1.xml 和 android.R.layout.simple_list_item_2.xml 的資料,可以查閱自己用的 SDK 囉,例如使用 Android 2.2 時,在 Eclipse 的 Package Explorer 中,可以瀏覽 Android 2.2 -> android.jar -> res.layout 並在裡頭找到。

此處提的範例都是 ListActivity 的,如果你在你的 Activity 的 layout 上擺了一個 ListView 的話,那只需要先用 findViewById 後,就可以仿照 ListActivity 把資料餵進去,如:

ListView mListView = (ListView)findViewById(R.id.listView1);
if( mListView != null ) {
        mListView.setAdapter(
                new SimpleAdapter(
                        this,
                        mDataSource ,
                        android.R.layout.simple_list_item_2,
                        new String[] { ID_TITLE, ID_DETAL },
                        new int[] { android.R.id.text1, android.R.id.text2 }
                )
        );
}

2012年10月3日 星期三

Android Layout XML屬性




Layout對於迅速的搭建界面和提高界面在不同分辨率的屏幕上的適應性具有很大的作用。這裡簡要介紹Android的Layout和研究一下它的實現。
Android有Layout:FrameLayout,LinearLayout,TableLayout,RelativeLayout,AbsoluteLayout。
放入Layout中進行排布的View的XML屬性:
1.幾種Layout中Item所共有的XML屬性:
(1)layout_width
(2)layout_height
注: (1)和(2)用來確定放入Layout中的View的寬度和高度:它們的可能取值為fill_parent,wrap_content或者固定的像素值。
(3)layout_marginLeft --->paddingLeft
(4)layout_marginTop --->paddingTop
(5)layout_marginRight --->paddingRight
(6)layout_marginBottom --->paddingBottom
(補)layout_margin --->padding
 注:(3)(4)(5)(6)是放入Layout中的View期望它能夠和Layout的邊界或者其他View之間能夠相距一段距離。
(7)layout_gravity
注:(7)用來確定View在Layout中的停靠位置。
FrameLayout是最簡單的Layout,就只具有這些屬性。
LinearLayout還會有:
(8)layout_weight
注: (8)用於在LinearLayout中把所有子View排布之後的剩餘空間按照它們的layout_weight分配給各個擁有這個屬性的View。
TableLayout的行TableRow是一個橫向的(horizo​​ntal)的LinearLayout
RelativeLayout有16個align相關的XML屬性:
(9 )layout_alignParentBottom 當前控件低端與父控件的低端對齊(重合)
(10)layout_alignParentLeft 當前控件左端與父控件的左端對齊(重合)
(11)layout_alignParentRight 當前控件右端與父控件的右端對齊(重合)
(12)layout_alignParentTop 當前控件上端與父控件的上端對齊(重合)
(13)layout_centerHorizo​​ntal 當前控件位於父控件的橫向中間位置(水平方向上的中間)
(14)layout_centerInParent 當前控件位於父控件的縱橫向中間位置(垂直方向上的中間)
(15)layout_centerVertical 當前控件位於父控件的縱向中間位置(平面上的正中間)
(16)layout_above 使當前控件位於給出id控件的上方
(17)layout_below 使當前控件位於給出id控件的下方
(18)layout_toLeftOf 使當前控件位於給出id控件的左側
(19)layout_toRightOf 使當前控件位於給出id控件的右側
(20)layout_alignBottom 使當前控件與給出id控件的底部部重合(注意可用和給出id控件來對齊)
(21)layout_alignLeft 使當前控件與給出id控件的左邊重合
(22)layout_alignRight 使當前控件與給出id控件的右邊重合
(23)layout_alignTop 使當前控件與給出id控件的頂部重合
(24)layout_alignBaseline 使當前控件的BaseLine與給出id控件t的BaseLine重合,這個主要用於Label或者其他包含文本的widgets。
 注:(9)到(24)用來確定RelativeLayout中的View相對於Layout或者Layout中的其他View的位置。
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++
根據Android的文檔,Android會對Layou和View嵌套組成的這棵樹進行2次遍歷,一次是measure調用,用來確定Layout或者View的大小;一次是layout調用,用來確定Layout或者view的位置。當然後來我自己的山寨實現把這2次調用合併到了一起。那就是Layout在排布之前都對自己進行measure一次,然後對View遞歸調用Layout方法。這樣子的大小肯定是確定了的。然後用確定了的大小來使用gravity或者align屬性來定位,使用margin來調整位置。
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++
補充:
1.android:paddingLeft與android:layout_marginLeft的區別:
      padding margin都是邊距的含義,關鍵問題得明白是什麼相對什麼的邊距.
      padding是控件的內容相對控件的邊緣的邊距.
      layout_margin是控件邊緣相對父空間的邊距.
2.android gravity和layout_gravity區別
android:gravity 屬性是對該view 內容的限定.比如一個button 上面的text. 你可以設置該text 在view的靠左,靠右等位置.該屬性就乾了這個.
      android:layout_gravity是用來設置該view相對與起父view 的位置.比如一個button 在linearlayout裡,你想把該button放在靠左靠右等位置就可以通過該屬性設置.
這樣就解釋了,有什麼我們弄個最外佈局,然後裡麵包了幾個佈局,如果要使這幾個佈局都靠底,就可以在最外佈局的屬性裡設置androi:gravity="botton"因為gravity是對裡面的內容起作用.


android 修改app程式名稱


http://blog.longwin.com.tw/2010/12/android-dev-app-name-2010/


建立完一個android專案

之後想要修改app名稱 該如何做?



*/res/values/strings.xml
<string name="wtf">應用程式名稱</string>

找到上述標籤, 修改 "名稱" 即可.

星期、月份英文縮寫


中文英文3字母
縮寫
3字母
縮寫
2字母
縮寫
2字母
縮寫
1字母
縮寫
1字母
縮寫
其他
縮寫

星期日SundaySUNSunSUSuSS
星期一MondayMONMonMOMoMM
星期二TuesdayTUETueTUTuTTTues
星期三WednesdayWEDWedWEWeWW
星期四ThursdayTHUThuTHThTRThur / Thurs
星期五FridayFRIFriFRFrFF
星期六SaturdaySATSatSASaSS

中文英文3字母
縮寫
3字母
縮寫
2字母
縮寫
2字母
縮寫
2字母
縮寫
1字母
縮寫
其他
縮寫

一月JanuaryJANJanJaJ
二月FebruaryFEBFebFeF
三月MarchMARMarMrMhMaM
四月AprilAPRAprApA
五月MayMAYMayMyMaM
六月JuneJUNJunJnJeJuJ
七月JulyJULJulJlJyJuJ
八月AugustAUGAugAuAgA
九月SeptemberSEPSepSeSSept
十月OctoberOCTOctOcO
十一月NovemberNOVNovNoN
十二月DecemberDECDecDeD

android 自訂text類 輸入IP用


   自訂一個專門輸入ip用的text



 <TextView
        android:layout_width="fill_parent"
        android:layout_height="wrap_content"
        android:layout_alignParentLeft="true"
        android:layout_below="@+id/textView1"
        android:layout_weight="3"
        android:gravity="left"
        android:text="IP位址"
        android:textSize="18sp" />

    <LinearLayout
        style="@android:style/Widget.EditText"
        android:layout_width="fill_parent"
        android:layout_height="wrap_content"
        android:layout_alignParentLeft="true"
        android:layout_below="@+id/textView1"
        android:layout_marginTop="22dp"
        android:layout_weight="1"
        android:orientation="horizontal" >

        <EditText
            android:id="@+id/test1"
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_weight="1"
            android:background="@null"
            android:gravity="center"
            android:inputType="numberDecimal"
            android:maxLength="3"
            android:textSize="18sp" >

            <requestFocus />
        </EditText>

        <TextView
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:text="."
          />

        <EditText
            android:id="@+id/test2"
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_weight="1"
            android:background="@null"
            android:gravity="center"
            android:inputType="numberDecimal"
            android:maxLength="3"
            android:textSize="18sp" />

        <TextView
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:text="."
             />

        <EditText
            android:id="@+id/test3"
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_weight="1"
            android:background="@null"
            android:gravity="center"
            android:inputType="numberDecimal"
            android:maxLength="3"
            android:textSize="18sp" />

        <TextView
            android:layout_width="wrap_content"
            android:layout_height="wrap_content"
            android:text="."
            />

        <EditText
            android:id="@+id/test4"
            android:layout_width="fill_parent"
            android:layout_height="wrap_content"
            android:layout_weight="1"
            android:background="@null"
            android:gravity="center"
            android:inputType="numberDecimal"
            android:maxLength="3"
            android:textSize="18sp" />
    </LinearLayout>



from http://www.eoeandroid.com/thread-185524-1-1.html

Teach Yourself Programming in Ten Years


by:  http://www.norvig.com/21-days.html

Why is everyone in such a rush?

Walk into any bookstore, and you'll see how to Teach Yourself Java in 7 Days alongside endless variations offering to teach Visual Basic, Windows, the Internet, and so on in a few days or hours. I did the following power search at Amazon.com:
     pubdate: after 1992 and title: days and
      (title: learn or title: teach yourself)
and got back 248 hits. The first 78 were computer books (number 79 was Learn Bengali in 30 days). I replaced "days" with "hours" and got remarkably similar results: 253 more books, with 77 computer books followed by Teach Yourself Grammar and Style in 24 Hours at number 78. Out of the top 200 total, 96% were computer books.
The conclusion is that either people are in a big rush to learn about computers, or that computers are somehow fabulously easier to learn than anything else. There are no books on how to learn Beethoven, or Quantum Physics, or even Dog Grooming in a few days. Felleisen et al. give a nod to this trend in their book How to Design Programs, when they say "Bad programming is easy. Idiots can learn it in 21 days, even if they are dummies.
Let's analyze what a title like Learn C++ in Three Days could mean:
  • Learn: In 3 days you won't have time to write several significant programs, and learn from your successes and failures with them. You won't have time to work with an experienced programmer and understand what it is like to live in a C++ environment. In short, you won't have time to learn much. So the book can only be talking about a superficial familiarity, not a deep understanding. As Alexander Pope said, a little learning is a dangerous thing.
  • C++: In 3 days you might be able to learn some of the syntax of C++ (if you already know another language), but you couldn't learn much about how to use the language. In short, if you were, say, a Basic programmer, you could learn to write programs in the style of Basic using C++ syntax, but you couldn't learn what C++ is actually good (and bad) for. So what's the point? Alan Perlis once said: "A language that doesn't affect the way you think about programming, is not worth knowing". One possible point is that you have to learn a tiny bit of C++ (or more likely, something like JavaScript or Flash's Flex) because you need to interface with an existing tool to accomplish a specific task. But then you're not learning how to program; you're learning to accomplish that task.
  • in Three Days: Unfortunately, this is not enough, as the next section shows.

Teach Yourself Programming in Ten Years

Researchers (Bloom (1985), Bryan & Harter (1899), Hayes (1989), Simmon & Chase (1973)) have shown it takes about ten years to develop expertise in any of a wide variety of areas, including chess playing, music composition, telegraph operation, painting, piano playing, swimming, tennis, and research in neuropsychology and topology. The key is deliberative practice: not just doing it again and again, but challenging yourself with a task that is just beyond your current ability, trying it, analyzing your performance while and after doing it, and correcting any mistakes. Then repeat. And repeat again. There appear to be no real shortcuts: even Mozart, who was a musical prodigy at age 4, took 13 more years before he began to produce world-class music. In another genre, the Beatles seemed to burst onto the scene with a string of #1 hits and an appearance on the Ed Sullivan show in 1964. But they had been playing small clubs in Liverpool and Hamburg since 1957, and while they had mass appeal early on, their first great critical success, Sgt. Peppers, was released in 1967. Malcolm Gladwell reports that a study of students at the Berlin Academy of Music compared the top, middle, and bottom third of the class and asked them how much they had practiced:
Everyone, from all three groups, started playing at roughly the same time - around the age of five. In those first few years, everyone practised roughly the same amount - about two or three hours a week. But around the age of eight real differences started to emerge. The students who would end up as the best in their class began to practise more than everyone else: six hours a week by age nine, eight by age 12, 16 a week by age 14, and up and up, until by the age of 20 they were practising well over 30 hours a week. By the age of 20, the elite performers had all totalled 10,000 hours of practice over the course of their lives. The merely good students had totalled, by contrast, 8,000 hours, and the future music teachers just over 4,000 hours.
So it may be that 10,000 hours, not 10 years, is the magic number. (Henri Cartier-Bresson (1908-2004) said "Your first 10,000 photographs are your worst," but he shot more than one an hour.) Samuel Johnson (1709-1784) thought it took even longer: "Excellence in any department can be attained only by the labor of a lifetime; it is not to be purchased at a lesser price." And Chaucer (1340-1400) complained "the lyf so short, the craft so long to lerne." Hippocrates (c. 400BC) is known for the excerpt "ars longa, vita brevis", which is part of the longer quotation "Ars longa, vita brevis, occasio praeceps, experimentum periculosum, iudicium difficile", which in English renders as "Life is short, [the] craft long, opportunity fleeting, experiment treacherous, judgment difficult." Although in Latin, ars can mean either art or craft, in the original Greek the word "techne" can only mean "skill", not "art".

So You Want to be a Programmer

Here's my recipe for programming success:
  • Get interested in programming, and do some because it is fun. Make sure that it keeps being enough fun so that you will be willing to put in your ten years/10,000 hours.
  • Program. The best kind of learning is learning by doing. To put it more technically, "the maximal level of performance for individuals in a given domain is not attained automatically as a function of extended experience, but the level of performance can be increased even by highly experienced individuals as a result of deliberate efforts to improve." (p. 366) and "the most effective learning requires a well-defined task with an appropriate difficulty level for the particular individual, informative feedback, and opportunities for repetition and corrections of errors." (p. 20-21) The book Cognition in Practice: Mind, Mathematics, and Culture in Everyday Life is an interesting reference for this viewpoint.
  • Talk with other programmers; read other programs. This is more important than any book or training course.
  • If you want, put in four years at a college (or more at a graduate school). This will give you access to some jobs that require credentials, and it will give you a deeper understanding of the field, but if you don't enjoy school, you can (with some dedication) get similar experience on your own or on the job. In any case, book learning alone won't be enough. "Computer science education cannot make anybody an expert programmer any more than studying brushes and pigment can make somebody an expert painter" says Eric Raymond, author of The New Hacker's Dictionary. One of the best programmers I ever hired had only a High School degree; he's produced a lot of great software, has his own news group, and made enough in stock options to buy his own nightclub.
  • Work on projects with other programmers. Be the best programmer on some projects; be the worst on some others. When you're the best, you get to test your abilities to lead a project, and to inspire others with your vision. When you're the worst, you learn what the masters do, and you learn what they don't like to do (because they make you do it for them).
  • Work on projects after other programmers. Understand a program written by someone else. See what it takes to understand and fix it when the original programmers are not around. Think about how to design your programs to make it easier for those who will maintain them after you.
  • Learn at least a half dozen programming languages. Include one language that supports class abstractions (like Java or C++), one that supports functional abstraction (like Lisp or ML), one that supports syntactic abstraction (like Lisp), one that supports declarative specifications (like Prolog or C++ templates), one that supports coroutines (like Icon or Scheme), and one that supports parallelism (like Sisal).
  • Remember that there is a "computer" in "computer science". Know how long it takes your computer to execute an instruction, fetch a word from memory (with and without a cache miss), read consecutive words from disk, and seek to a new location on disk. (Answers here.)
  • Get involved in a language standardization effort. It could be the ANSI C++ committee, or it could be deciding if your local coding style will have 2 or 4 space indentation levels. Either way, you learn about what other people like in a language, how deeply they feel so, and perhaps even a little about why they feel so.
  • Have the good sense to get off the language standardization effort as quickly as possible.
With all that in mind, its questionable how far you can get just by book learning. Before my first child was born, I read all the How To books, and still felt like a clueless novice. 30 Months later, when my second child was due, did I go back to the books for a refresher? No. Instead, I relied on my personal experience, which turned out to be far more useful and reassuring to me than the thousands of pages written by experts.
Fred Brooks, in his essay No Silver Bullet identified a three-part plan for finding great software designers:
  1. Systematically identify top designers as early as possible.
  2. Assign a career mentor to be responsible for the development of the prospect and carefully keep a career file.
  3. Provide opportunities for growing designers to interact and stimulate each other.
This assumes that some people already have the qualities necessary for being a great designer; the job is to properly coax them along. Alan Perlis put it more succinctly: "Everyone can be taught to sculpt: Michelangelo would have had to be taught how not to. So it is with the great programmers". Perlis is saying that the greats have some internal quality that transcends their training. But where does the quality come from? Is it innate? Or do they develop it through diligence? As Auguste Gusteau (the finctional chef in Ratatouille) puts it, "anyone can cook, but only the fearless can be great." I think of it more as willingness to devote a large portion of one's life to deliberative practice. But maybe fearless is a way to summarize that. Or, as Gusteau's critic, Anton Ego, says: "Not everyone can become a great artist, but a great artist can come from anywhere."
So go ahead and buy that Java/Ruby/Javascript/PHP book; you'll probably get some use out of it. But you won't change your life, or your real overall expertise as a programmer in 24 hours, days, or even weeks. How about working hard to continually improve over 24 months? Well, now you're starting to get somewhere...

References

Bloom, Benjamin (ed.) Developing Talent in Young People, Ballantine, 1985.
Brooks, Fred, No Silver Bullets, IEEE Computer, vol. 20, no. 4, 1987, p. 10-19.
Hayes, John R., Complete Problem Solver Lawrence Erlbaum, 1989.
Chase, William G. & Simon, Herbert A. "Perception in Chess" Cognitive Psychology, 1973, 4, 55-81.
Lave, Jean, Cognition in Practice: Mind, Mathematics, and Culture in Everyday Life, Cambridge University Press, 1988.

Answers

Approximate timing for various operations on a typical PC:
execute typical instruction1/1,000,000,000 sec = 1 nanosec
fetch from L1 cache memory0.5 nanosec
branch misprediction5 nanosec
fetch from L2 cache memory7 nanosec
Mutex lock/unlock25 nanosec
fetch from main memory100 nanosec
send 2K bytes over 1Gbps network20,000 nanosec
read 1MB sequentially from memory250,000 nanosec
fetch from new disk location (seek)8,000,000 nanosec
read 1MB sequentially from disk20,000,000 nanosec
send packet US to Europe and back150 milliseconds = 150,000,000 nanosec

Appendix: Language Choice

Several people have asked what programming language they should learn first. There is no one answer, but consider these points:
  • Use your friends. When asked "what operating system should I use, Windows, Unix, or Mac?", my answer is usually: "use whatever your friends use." The advantage you get from learning from your friends will offset any intrinsic difference between OS, or between programming languages. Also consider your future friends: the community of programmers that you will be a part of if you continue. Does your chosen language have a large growing community or a small dying one? Are there books, web sites, and online forums to get answers from? Do you like the people in those forums?
  • Keep it simple. Programming languages such as C++ and Java are designed for professional development by large teams of experienced programmers who are concerned about the run-time efficiency of their code. As a result, these languages have complicated parts designed for these circumstances. You're concerned with learning to program. You don't need that complication. You want a language that was designed to be easy to learn and remember by a single new programmer.
  • Play. Which way would you rather learn to play the piano: the normal, interactive way, in which you hear each note as soon as you hit a key, or "batch" mode, in which you only hear the notes after you finish a whole song? Clearly, interactive mode makes learning easier for the piano, and also for programming. Insist on a language with an interactive mode and use it.
Given these criteria, my recommendations for a first programming language would be Python or Scheme. But your circumstances may vary, and there are other good choices. If your age is a single-digit, you might prefer Alice or Squeak (older learners might also enjoy these). The important thing is that you choose and get started.

Appendix: Books and Other Resources

Several people have asked what books and web pages they should learn from. I repeat that "book learning alone won't be enough" but I can recommend the following:

Notes

T. Capey points out that the Complete Problem Solver page on Amazon now has the "Teach Yourself Bengali in 21 days" and "Teach Yourself Grammar and Style" books under the "Customers who shopped for this item also shopped for these items" section. I guess that a large portion of the people who look at that book are coming from this page. Thanks to Ross Cohen for help with Hippocrates.




==============================================================
翻譯內文

為何人人都如此匆忙?
  走進任何一家書店,你會看到如《7天自學爪哇語言》這類的書,擺了長長一排幾乎
看不到盡頭。這些並排的書還有視窗作業系統、網際網路、視覺化培基語言等。有些甚至
強調只要幾天甚至幾個小時。我在亞馬遜網路書店,以下列關鍵字,進行條件交叉的強力
搜尋:
  出版年限:1992以後 且 書名:天數 且 書名:學習 或 書名:自學

  我找到了248個條件相符的結果。前78個是電腦書(排第79的是《30天學會
孟加拉語》)。我把關鍵詞『天數』換成了『小時』,得到近似的結果;這次有253本
,前77本是電腦書籍,第78本是《24小時自學文法與風格》。排名前200本書中
,有96%是電腦書籍。

  我得到的結論是,人們要不是急著想學會電腦,就是電腦太簡單了,比其他事物都要
容易學得會。沒有一本書是要在幾天�,就教會如何欣賞貝多芬或量子物理學,甚至是幫
狗兒打扮。
  讓我們分析像《三天學會巴斯卡語言》這樣書名想傳達什麼意旨:

◎學會
  在三天內,你沒有時間去寫幾支有意義的程式,並從其中領略對與錯。你也沒時間跟
有經驗的程式師一塊兒工作,所以你無法瞭解在那種環境下的實際情形。簡單來說,就學
習而言,時間根本不夠用。所以這些書只能談談表面的『精通』,而不是深度的認知。如
同亞歷山大˙蒲柏所言:「一知半解是件危險的事。」

◎巴斯卡語言
  三天內你或可學會巴斯卡語言的語法(如果你已會一個類似的電腦語言),但你無法
學會如何妥善運用。簡言之,如果你是個培基語言程式師,你可以用巴斯卡語言寫出類似
培基語言風格的程式,但你學不到巴斯卡語言的優點(還有缺點)。那麼重點宄竟是什麼
?艾倫˙柏立士曾說:「如果電腦語言不能影響你寫程式時的思維,那就不值得去學。」
  另一個可能的觀點是,你必須學會一點點巴斯卡語言(或是像視覺化培基語言、爪哇
描述語言),因為你需要跟現成的工具配合,用它來完成特定的工作。不過這個時候,你
可不是在學怎麼寫程式,而是要學會完成工作。

◎三天
  很不幸,這根本不夠;在下節我會告訴你的。


十年自學程式設計
  研究學者(海斯、布盧姆)的研究說明,在許多領域,大約十年才能培養出專業技能
;包括下西洋棋、作曲、繪畫、鋼琴演奏、游泳、網球,及神經心理學和數學拓撲的研究
。似乎沒有真正的捷徑;即便是莫扎特在四歲就展露出音樂天才,在他寫出世界級的音樂
之前仍然用了超過十三年的時間。
  再看另一種類型的代表,披頭四樂團,他們似乎是在1964年的艾德˙蘇利文劇場
表演,突然地成為熱門樂團首席。其實他們從1957年開始,就在利物浦、漢堡等地的
小型俱樂部表演了。雖然他們很早就顯現強大的吸引力,但他們具決定性的成功作品《胡
椒中士》也要到1967年才首次發行。山姆爾˙強森則認為十年根本不夠:「任何領域
的卓越成就,只能用一生的努力才能取得;稍微低一點的代價是換不到的。」喬瑟抱怨說
:「生命如此短促,學習技藝卻要這麼地長。」

  以下是我在程式設計這個領域獲致成功的秘訣:

˙對程式設計感興趣,因為樂趣而寫程式。確信你自始至終都能樂在其中,這樣你才願意
將十年光陰投入。

◎與其他程式師交流;閱讀其他人的程式。這比任何書、任何訓練課程都來得重要。

◎不斷地寫程式。最好的學習方式是做中學。更專業地說,「在特定領域的個人最高績效
,並不是經驗夠久就會從天下掉下來;但若個人極具經驗,那麼可以透過有計劃的努力來
改進並提昇這種層次的績效。」(第366頁)
  而「最有效的學習需要,定義明確的任務,特定人則有其相應難度,能增進知識的回
饋,還有重複及修正錯誤的機會。」(第20∼21頁)《實踐中認知:心智、數學與日
常生活的文化》是這個觀點的一本有趣參考書籍。

◎如果你想,你可以去讀四年大學(或再讀研究所)。這是你找工作時所需的資格,同時
也可讓你對這個領域有更深的認識。但如你不喜歡學校,你還是可以(得有犧牲)透過工
作獲得類似的經驗。就任何情況來說,只從書本上學是不夠的。「電腦科學的教育無法讓
人成為程式設計的專家,正如研究畫筆跟顏料,也不會讓人成為專業畫家。」艾瑞克˙雷
蒙,《新駭客辭典》的作者這麼說。
  我曾聘請最優秀的程式師之一,他只有高中畢業;但他寫出一堆很棒的軟體,還有他
自己的新聞群組。毫無疑問的,股票選擇權讓他變得富有,他的財力令我難以企及。

◎跟其他的程式師一起完成專案。在某些專案成為最佳的程式師;在某些專案中則變成最
差的一個。當你是最佳的,你要測試自己領導專案的能力,並以你的真知灼見鼓勵他人。
當你是最差的,你要學的是,高手做些什麼,還有他們不喜歡做什麼。(因為他們會叫你
去幫他們做。)

◎接手別的程式師完成專案。全心投入並理解別人所寫的程式。當原作者已不在,看看在
理解與修改時有什麼要注意的。想想如何設計程式,能讓後來維護的人容易上手。

◎至少學會五、六種程式語言。其中一種要支援類別抽象的語言(如Java或C++)
,一種支援函數抽象(如Lisp或ML),一種支援語法抽象(如Lisp),一種支
援宣告規格(如Prolog或C++樣板),一種支援並行常式(如Icon或
Scheme),還有一種支援並行處理(如Sisal)。

◎記住在『電腦科學』中包括電腦這個詞。要知道你的電腦執行一條指令需時多久,到記
憶體中取一個字組需時多久(快取內有無資料的情形),到磁碟機讀取邏輯相連的字組需
時多久,而磁碟的定位又需要多久。解答在此。

◎參加語言標準化的工作。可以像是ANSI C++委員會,或由你自己的團隊,來決
定你們的編碼風格,譬如說縮排是2或4個空格。兩者選一,你都能學到別人到底喜歡什
麼,感受有多深,又或許只是稍微瞭解到他們為什麼有這樣的感覺。

◎儘快從語言標準化工作中抽離,並具備良好的判斷力。

  自從有了這些想法,我不禁要問究竟能從書上學到多少。在第一個孩子出生前,我讀
完了所有的『怎樣…』的書,仍覺得自己是個一無所知的生手。30個月後,第二個孩子
出世,我要重回這些書當個好的複習生嗎?不!相反的,我憑著自己的經驗,重拾自信;
這些個人難得的經驗,比專家寫的幾千頁手冊還要有用。
  佛雷德瑞克˙布魯克在他的論說文《沒有銀子彈》中指出,發掘卓越軟體設計者的三
部曲:
  1.儘早儘可能地,以系統化的方式,發掘最佳設計人員。
  2.指派生涯規劃師負責有潛力者的發展,並謹慎地維繫他的生涯規劃。
  3.提供機會,讓設計者能相互影響,彼此激勵,藉以成長。

  這是假定某些人已具備成為卓越設計師的必要潛能;要做的工作只是誘導他們前進。
艾倫˙柏立士說得更簡潔了。「你可以教任何人學雕塑,但對米開朗基羅而言,要教他的
反倒是有那些事不要做。卓越的程式師也一樣。」

  Java那些書儘管買吧!你或許能從中找到點兒用處。在未來可預見的日子�,或
許是24小時,幾天,甚至是幾個月吧!你都毋需改變你的生活,或做為一個真正的程式
師應該具備的全能本領。


參考書目 1.Bloom, Benjamin (ed.) Developing Talent in Young People, Ballantine, 1985. 2.Brooks, Fred, No Silver Bullets, IEEE Computer, vol. 20, no. 4, 1987, p. 10-19. 3.Hayes, John R., Complete Problem Solver Lawrence Erlbaum, 1989. 4.Lave, Jean, Cognition in Practice: Mind, Mathematics, and Culture in Everyday Life, Cambridge University Press, 1988.

查詢 歷史網頁

http://archive.org/web/web.php

挺有趣的網站

裡面有除存該網站歷年來的資料

有時間軸的概念 像是時光機一樣XD


2012年10月2日 星期二

android 解決 模擬器重複開啟 & 程式灌不盡去的問題



ERROR: the user data image is used by another emulator. aborting



真是惱人的問題

跟這問題糾纏了很久......


有時候模擬器正常開啟

但是就是無法run寫好的程式

Window->Show View->找到Devices->Reset adb
中斷連線


然後重新run看看模擬器~


這動作就是中斷目前apk與模擬器的連接~似乎是之前模擬器沒有正常關閉 ....




參考http://blog.muradi.net/blogs/index.php/2010/12/01/error-the-user-data-image-is-used-by-ano






================================================


去年的問題

最少卡了兩個禮拜吧

弄到現在終於解決了


用xp 根本不用做參數設定

用這個錯誤訊息" ERROR: the user data image is used by another emulator. aborting"

終於把hello world 完成


解決的辦法就是
"沒有正常關閉導致的,刪除android-sdk-windows\.android\avd\對於版本\下的以.lock結尾的文件夾就行"


資料夾就在C:\Documents and Settings\@user@\.android

The method ???? of type Fundamentals must override a superclass

 
"......The method onAccuracyChanged(Sensor, int) of type Fundamentals must override a superclass......" 
"......The method onClick(View) of type new View.OnClickListener(){} must override a superclass...... "
“......The method onSensorChanged(SensorEvent) of type Fundamentals must override a superclass......”




解決辦法:

是JDK版本問題,將Project->Properties->Java Compiler->Compilier compiance level,重啟,就沒有錯誤提示了。
 

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