Wednesday, January 25, 2006

Flash Article

This article is taken fromWikipedia and talk about macromedia flash.

Macromedia Flash, or simply Flash, refers to both the Macromedia Flash Player and to a multimedia authoring program used to create content for it. The Flash Player, developed and distributed by Adobe Systems (formerly by Macromedia), is a client application available in most web browsers. It features support for vector and raster graphics, a native scripting language called ActionScript and bidirectional streaming of audio and video.

Strictly speaking, Macromedia Flash is the integrated development environment (IDE) and Flash Player is the virtual machine used to run the Flash files, but in colloquial language these have become mixed: "Flash" can mean either the authoring environment, the player, or the application files.

Since its introduction in 1996, Flash technology became a popular alternative to add animation and interactivity to web pages and several software products, systems and devices feature Flash content display or creation capabilities. Flash is commonly used to create animations, advertisements, design elements on a web page, add video to web sites and more recently, to develop Rich Internet Applications.

The Flash files, traditionally called "flash movies", usually have a .swf file extension and may appear as an element of a web page or to be "played" in the standalone Flash Player.

Tuesday, January 24, 2006

XHTML Article

This article is taken from http://www.w3.org/TR/xhtml1/#xhtml. It is a official website provided by W3C. It talks about XHTML, the newest version of HTML, where some of the tags in HTML become obsolete here.

What is XHTML?


This section is informative.
XHTML is a family of current and future document types and modules that reproduce, subset, and extend HTML 4. XHTML family document types are XML based, and ultimately are designed to work in conjunction with XML-based user agents. The details of this family and its evolution are discussed in more detail in XHTMLMOD.
XHTML 1.0 (this specification) is the first document type in the XHTML family. It is a reformulation of the three HTML 4 document types as applications of XML 1.0. It is intended to be used as a language for content that is both XML-conforming and, if some simple guidelines are followed, operates in HTML 4 conforming user agents. Developers who migrate their content to XHTML 1.0 will realize the following benefits:
XHTML documents are XML conforming. As such, they are readily viewed, edited, and validated with standard XML tools.
XHTML documents can be written to operate as well or better than they did before in existing HTML 4-conforming user agents as well as in new, XHTML 1.0 conforming user agents.
XHTML documents can utilize applications (e.g. scripts and applets) that rely upon either the HTML Document Object Model or the XML Document Object Model DOM.
As the XHTML family evolves, documents conforming to XHTML 1.0 will be more likely to interoperate within and among various XHTML environments.
The XHTML family is the next step in the evolution of the Internet. By migrating to XHTML today, content developers can enter the XML world with all of its attendant benefits, while still remaining confident in their content's backward and future compatibility.
1.1. What is HTML 4?
HTML 4 is an SGML (Standard Generalized Markup Language) application conforming to International Standard ISO 8879, and is widely regarded as the standard publishing language of the World Wide Web.
SGML is a language for describing markup languages, particularly those used in electronic document exchange, document management, and document publishing. HTML is an example of a language defined in SGML.
SGML has been around since the middle 1980's and has remained quite stable. Much of this stability stems from the fact that the language is both feature-rich and flexible. This flexibility, however, comes at a price, and that price is a level of complexity that has inhibited its adoption in a diversity of environments, including the World Wide Web.
HTML, as originally conceived, was to be a language for the exchange of scientific and other technical documents, suitable for use by non-document specialists. HTML addressed the problem of SGML complexity by specifying a small set of structural and semantic tags suitable for authoring relatively simple documents. In addition to simplifying the document structure, HTML added support for hypertext. Multimedia capabilities were added later.
In a remarkably short space of time, HTML became wildly popular and rapidly outgrew its original purpose. Since HTML's inception, there has been rapid invention of new elements for use within HTML (as a standard) and for adapting HTML to vertical, highly specialized, markets. This plethora of new elements has led to interoperability problems for documents across different platforms.
1.2. What is XML?
XML™ is the shorthand name for Extensible Markup Language XML.
XML was conceived as a means of regaining the power and flexibility of SGML without most of its complexity. Although a restricted form of SGML, XML nonetheless preserves most of SGML's power and richness, and yet still retains all of SGML's commonly used features.
While retaining these beneficial features, XML removes many of the more complex features of SGML that make the authoring and design of suitable software both difficult and costly.
1.3. Why the need for XHTML?
The benefits of migrating to XHTML 1.0 are described above. Some of the benefits of migrating to XHTML in general are:
Document developers and user agent designers are constantly discovering new ways to express their ideas through new markup. In XML, it is relatively easy to introduce new elements or additional element attributes. The XHTML family is designed to accommodate these extensions through XHTML modules and techniques for developing new XHTML-conforming modules (described in the XHTML Modularization specification). These modules will permit the combination of existing and new feature sets when developing content and when designing new user agents.
Alternate ways of accessing the Internet are constantly being introduced. The XHTML family is designed with general user agent interoperability in mind. Through a new user agent and document profiling mechanism, servers, proxies, and user agents will be able to perform best effort content transformation. Ultimately, it will be possible to develop XHTML-conforming content that is usable by any XHTML-conforming user agent.

Thursday, January 12, 2006

Fun

Fun is something that can make me feel happy, something that i always like. the situation that makes me feel free, no burden at all. fun can come anywhere and anytime. sometimes we don't need to spend any money to feel fun. just meeting an old friend, high school friend, talking about the past, the precious high school time, can be a fun time for me. or when the school holiday is coming, i feel really free for the next one month. it's fun for me. i like that feeling. sometimes we spend some money to have fun. for example when we go to a nice restaurant to have a delicious lunch. at that point of time, we use money to have fun. or when we buy ticket to watch movie in a theatre.
maybe it will be clearer if we contrast with the opposite of fun. the feeling of not fun is something that i do not like at all. the time when i feel sad. the time when i feel i have a lot of burden that i can not cope up with. or the time when i feel alone. that's not fun at all. and i do not like that feeling.
so, in a way, fun is the feeling that i like and not fun is the feeling that i do not like at all.

Tuesday, January 10, 2006

My Schedule

Time :DayInformation Required / UsedMy LocationSourceCost Of Obtaining The InformationCost Of Using The InformationValue
07.00 : MondayTimeBed in my roomMy alarm clock00Low
07.10Location of soap etc.ShowerMy roommateLow0Medium
07.50Location of comb etcMy roomMyselfLow0Medium
08.00My scheduleMy roomMy laptopMedium0High
08.10Direction to go to lt2AOn the roadSign along the roadLow0High
08.30Tutorial Solution for CPE205TR11TutorHigh0High
09.30Tutorial Solution forCPE206TR11TutorHigh0High
10.30Lecture Material for CPE207LT2ALecturerHigh0High
11.30Lecture Material for CPE206LT2ALecturerHigh0High
12.30Where To EatOn The RoadFriend, NataliaLow0Low
12.45What To EatCanteen 4Menu0$ 3Low
13.15Which Shuttle Bus to takeHall 4 BusstopMap on the busstop00High
13.30TimeMy Room,going to sleepAlarm Clock00High
15.30TimeMy Room just wake upAlarm Clock00Low
15.45Tommorrow's scheduleMy desk in my roomMy laptopLow0High
15.50How to do tutorialMy desk in my roomLecture NoteHighLowHigh
18.00What To EatCanteen 14Asking friend0$2High
18.30Location of soap etcShowerMyself00Low
19.00What film to watchMy deskFriend00Medium
00.00TimeMy roomAlarm clock00Low
The information is not always consistent with the cost of obtaining it or the cost of using it. There are some information that is easy to get but the value is very high of there are some information that is hard to get but the value is low.