3 shell scripts to improve your writing/“My PhD advisor rewrote himself in bash”

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There are four books at arm’s length in my office:

Precision and clarity

My Ph.D. advisor, Olin Shivers, taught me that technical writing is a balancing
act between precision, clarity and marketing.

After a recent round of paper submissions with my own
Ph.D. students, I’ve identified mechanically recognizable ways that
precision and clarity leak out of a paper: weasel words and abuse of
the passive voice.

So, I’ve written shell scripts to detect these leaks.

(I don’t think I’ll ever be able to write a shell script that
detects bad marketing for a scientific idea.)

Weasel words

Weasel words–phrases or words that sound good without conveying
information–obscure precision.

I notice three kinds of weasel words in my students’ writing: (1)
salt and pepper words, (2) beholder words and (3) lazy words.

Salt and pepper words

New grad students sprinkle in salt and pepper words for seasoning.

These words look and feel like technical words, but convey


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OpenStreetMap plugin for Unreal Engine 4

README.md

This plugin allows you to import OpenStreetMap XML data into your Unreal Engine 4 project as a new StreetMap asset type. You can use the example Street Map Component to render streets and buildings.

Have fun!! –Mike

(Note: This plugin is a just a fun weekend project and not officially supported by Epic.)

Quick Start

It’s easy to get up and running:

Download the StreetMap plugin source from this page (click Clone or download -> Download ZIP).
Unzip the files into a new StreetMap sub-folder under your project’s Plugins folder. It should end up looking like “/MyProject/Plugins/StreetMap/”
Rebuild your C++ project. The new plugin will be compiled too!
Load the editor. You can now drag and drop OpenStreetMap XML files (.osm) into Content Browser to import map data!
Create a Street Map Component and assign your new asset to the component’s Street Map property. You should now see your streets and buildings in the 3D


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FLAC 1.3.2 has been released

This is an informal changelog, a summary of changes in each release. (See also known bugs.) Particulary important for developers is the precise description of changes to the library interfaces. See also the porting guide for specific instructions on porting to newer versions of FLAC.FLAC 1.3.2 (01-Jan-2017)

General:
Fix undefined behaviour using GCC/Clang UBSAN (erikd).
General hardening via fuzz testing with AFL (erikd and others).
General code improvements (lvqcl, erikd and others).
Add FLAC in MP4 specification docs (Ralph Giles).
MSVS build cleanups (lvqcl).
Fix some cppcheck warnings (erikd).
Assume all currently used OSes support SSE2.

FLAC format:

Ogg FLAC format:

flac:
Fix potential infinite loop on flac-to-flac conversion (erikd).
Add WAVEFORMATEXTENSIBLE to WAV (as needed) when decoding (lvqcl).
Only write vorbis-comments if they are non-empty.
Error out if decoding RAW with bits != (8|16|24).

metaflac:
Add –scan-replay-gain option.

plugins:

build system:
Fixes for MSVC and Makefile.lite build systems.

documentation:

libraries:
CPU detection cleanup and fixes (Julian Calaby, erikd and lvqcl).
Fix two stream decoder bugs (Max Kellermann).
Fix a NULL dereference bug (on a


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Gitea – a fork of gogs(self-hosting Git repos)

Cross-platform

Gitea runs anywhere Go can compile for: Windows, macOS, Linux, ARM, etc. Choose the one you love!

Lightweight

Gitea has low minimal requirements and can run on an inexpensive Raspberry Pi. Save your machine energy!

Open Source

It’s all on GitHub!
Join us by contributing to make this project even better. Don’t be shy to be a contributor!


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