はてなキーワード: fluxとは
In the year 3000, humanity had finally discovered the secrets of the multiverse. Using their most advanced technology, they had found a way to travel between different parallel universes, each with their own unique physical laws and structures.
As the first explorers set out on their journeys, they encountered a myriad of strange and wondrous worlds. Some universes were filled with infinite copies of themselves, while others were constantly shifting and changing, their physical laws in a state of constant flux.
As they traveled deeper into the multiverse, the explorers encountered universes that seemed to follow completely different sets of physical laws. In some, time flowed backwards, and cause and effect were reversed. In others, matter was made up of entirely different particles, and energy behaved in completely unexpected ways.
As the explorers continued to journey further, they began to encounter universes that seemed to be simulations, created by beings in higher dimensions. They encountered universes where the laws of physics were entirely mathematical, and others where the very fabric of reality was made up of pure information.
At last, the explorers came to a universe that seemed to encompass all of the many-worlds interpretations. In this universe, every possible outcome of every possible event was played out in infinite parallel realities. The explorers marveled at the incredible complexity and diversity of this universe, as they watched endless versions of themselves carrying out endless variations of their own adventures.
As they prepared to leave this universe and return home, the explorers realized that they had only scratched the surface of the multiverse. They knew that there were still countless more universes to explore, each with their own unique physical laws and structures.
And so, they set out once more, to journey deeper into the multiverse, and to discover the secrets of the infinite many-worlds that lay waiting to be explored.
As the explorers continued their journey, they encountered a universe where time did not exist, and another where the laws of physics were governed by emotion rather than math. In yet another universe, they discovered that consciousness itself was the fundamental building block of reality.
As they explored further, the explorers encountered universes where the laws of physics were not constants but varied across space and time. They found a universe where entropy decreased over time, and another where gravity was repulsive rather than attractive.
At the edge of the multiverse, the explorers discovered a universe that seemed to contain all of the other universes within it. This universe was infinite in size and contained infinite variations of itself, each one a slightly different version of the universe they knew.
As they traveled through this universe, the explorers encountered versions of themselves that had made different choices and lived different lives. Some of these versions were almost identical to their own, while others were wildly different, with entirely different personalities and goals.
At last, the explorers returned to their own universe, their minds reeling from the incredible sights and experiences they had witnessed. They knew that the multiverse was an endless sea of possibility, and that there were still countless more universes to explore.
As they shared their discoveries with the rest of humanity, they realized that the true nature of the multiverse was still a mystery. They knew that there were many theories and hypotheses, but no one could say for sure which one was right.
And so, the explorers continued their journey, driven by a hunger to uncover the secrets of the multiverse and to understand the true nature of reality itself.
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どんなに優れたツールや設計思想などがあっても、使う奴がダメだと全く無意味。弊社もWebアプリを作ってて、RESTだのFluxアーキテクチャだのいろいろ導入を試みたが、ほとんど無駄に終わった。
どんなクソ組織でも効果があると確信持って言えるのは上の3つだけ。1つ目は初歩的すぎると思われるかも知れないが、筆者の想定するダメな組織・ダメなプログラマというのは、このレベルの連中を含む。
静的型付け言語(サーバーサイドならJavaやC#、フロントエンドならTypeScript)を使わせれば、少なくともコンパイル時に分かるエラーは修正させられる。
というか、ダメなプログラマに動的型付けの言語は触らせてはいけない。必ずそのプロジェクトは半年後には保守できなくなる。
テストは強制的に書かせるし、テストのないクラスや、通らないテストあったらコミットできないようにする(それは容易にできる)。
もう一つの方法は、そもそも優秀なエンジニアしか参加できないようにすること。たとえば、Scala、Haskell、Erlang、Common Lispなどで書かれていれば必然的にそれが分かるエンジニアしか開発できないし、こういう言語を自主的に学習しているエンジニアは優秀である可能性が高い。
Reactクソって言い続けて来たけど、新規顧客からReactじゃないとやらんとか言われて失注したので今更ながらやってみた。
1週間使ったけど、良いねこれ。VueJSでReactiveなフロントエンド開発はやったので意外とすんなり理解できた。
これを機に自分のFrontendのスキルセットを、ES6、Webpack、Flux、React-Route、Reactに刷新した。
今までは、Gulp、VueJS、Browserify、BackboneJS、jQuery。。2014年位のスタンダードだよなぁ。
勉強が不得意な職業プログラマですが、WindowsアプリをSPAに作り替えることになりそう。
プロジェクトメンバーに積極的に技術を習得するような人はいないので、簡単なフレームワークを探しています。
↑に近いようなフレームワークありませんか?
A | - | cross sectional area | 断面積 |
C | - | celerity or phase velocity of waves | 波の速さか位相速度 |
C_d | - | drag coefficient | 抗力係数 |
C_s | - | concentration on the seagrass surface | 海中植物の 表面への集中 |
C_w | - | concentration in the water column | 水柱における集中 |
D | - | molecular diffusivity | 分子拡散率 |
D | - | depth | 水深 |
DBL | - | diffusive boundary layer | 拡散境界層 |
δ | - | diffusive boundary layer thickness | 〃 の厚さ |
δ_D | - | diffusive boundary layer (==DBL) | |
δ_l | - | inertial sublayer or logarithmic (log) layer | 内部境界層かログ層 |
δ_v | - | viscous sublayer | 粘性底層 |
F_d | - | friction or viscous drag | 摩擦か粘性抵抗 |
F_p | - | form or pressure drag | 圧力抗力か形状抵抗 |
g | - | acceleration due to gravity | 重力加速度 |
H | - | water depth | 水深 |
H | - | wave height | 波高 |
h | - | canopy height | 林冠の高さ |
J | - | flux | フラックス |
κ | - | von Karman constant | カルマン定数 |
l | - | length scale | 長さスケール |
λ | - | wavelength | 波長 |
m | - | mass | 質量 |
μ | - | molecular or dynamic viscosity | 動粘性係数か分子粘性 |
p | - | hydrostatic or dynamic pressure | 静水圧か動圧 |
Q | - | volume flow rate | 体積流量率 |
ρ | - | density | 密度 |
REI | - | relative wave exposure index | 相対波露出度 |
Re | - | Reynolds number | レイノルズ数 |
Re_crit | - | critical Reynolds number | 臨界レイノルズ数 |
St | - | Stanton number | スタントン数 |
T | - | wave period | 波の周期 |
τ | - | shear stress | 剪断応力 |
τ_o | - | boundary shear stress | 境界剪断応力 |
τ_w | - | wall shear stress | 壁剪断応力 |
μ | - | current velocity | 流速 |
μ* | - | friction velocity | 摩擦速度 |
U_k | - | critical velocity | 臨界速度 |
U_o | - | free stream velocity | 自由流速度 |
ν | - | kinematic viscosity | 動粘性率 |
x | - | horizontal distance | 水平距離 |
χ | - | principal flow direction | 主要流向 |
y | - | cross-stream direction | 交差流の方向 |
z | - | vertical direction or depth | 縦方向か水深 |
z_o | - | roughness height | 荒さの高さ |