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Steph
Steph

Steph

Hoodvine
Hoodvine

Hoodvine

Hoodvines
Hoodvines

Hoodvines

Stephe
Stephe

Stephe

Pained
Pained

Pained

Meme Quick
Meme Quick

Meme Quick

kyrie
kyrie

kyrie

debate-last-night
debate-last-night

debate-last-night

my love life
 my love life

my love life

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Christmas, Love, and Ugly: Vodafone.de 36 %| 09:03 Summary How we work ("bullshit-free" version); We write all new code in Swift but we also carry the baggage of legacy Objective-C code. Ugly 10-year-old Objective-C code. You know what we mean. But we're committed to getting rid of it We reach 400,000 people every day. We support 13 languages. We have more than 2 million vehicles in our database We really care about quality. We have a lot of tests and keep a close eye on our crash logs. . We aim to be data-driven. We A/B test all user-facing features.We're focused on user experience and work closely with UX designers. . We automate ALL THE THINGS. We own our Cl. We use TeamCity, Fastlane, Danger, and all the rest. We love trying new things. Architectural patterns, services, tools, you name it. Promises and Apollo (GraphQL) work great for us. Heck, we even tried Readt Native. Not that great. What We Need From You Passion for development and a strong sense of ownership * Be not afraid to explore or touch things, even in ugly old legacy code Be agile . Think beyond Swift and Objective-C. There will also be some Ruby, shell scripts, and even the occasional Scala Speak English (German is a plus, Bavarian even more, but that's more important for Oktoberfest) *Willing to give and accept help from your colleagues (a.k.a. "collaborative culture") Be smart and don't overengineer every piece of code you push (some overengineering between Christmas and New Year's Eve is fine) The writer knows what’s up
Christmas, Love, and Ugly: Vodafone.de
 36 %|
 09:03
 Summary
 How we work ("bullshit-free" version);
 We write all new code in Swift but we also carry the
 baggage of legacy Objective-C code. Ugly 10-year-old
 Objective-C code. You know what we mean. But we're
 committed to getting rid of it
 We reach 400,000 people every day. We support 13
 languages. We have more than 2 million vehicles in our
 database
 We really care about quality. We have a lot of tests and
 keep a close eye on our crash logs.
 . We aim to be data-driven. We A/B test all user-facing
 features.We're focused on user experience and work
 closely with UX designers.
 . We automate ALL THE THINGS. We own our Cl. We use
 TeamCity, Fastlane, Danger, and all the rest.
 We love trying new things. Architectural patterns,
 services, tools, you name it. Promises and Apollo
 (GraphQL) work great for us. Heck, we even tried Readt
 Native. Not that great.
 What We Need From You
 Passion for development and a strong sense of
 ownership
 * Be not afraid to explore or touch things, even in ugly old
 legacy code
 Be agile
 . Think beyond Swift and Objective-C. There will also be
 some Ruby, shell scripts, and even the occasional Scala
 Speak English (German is a plus, Bavarian even more,
 but that's more important for Oktoberfest)
 *Willing to give and accept help from your colleagues
 (a.k.a. "collaborative culture")
 Be smart and don't overengineer every piece of code
 you push (some overengineering between Christmas and
 New Year's Eve is fine)
The writer knows what’s up

The writer knows what’s up

Minecraft, Monster, and The Game: Biomes' Impact on Monster Density in Minecraft 1. Introduction and Hypothesis Minecraft is a survival/sandbox biocks. You can find monsters in the game that will spawn in that there are more monsters i came from 2009 where the goal is to survive in a world filled with ISEF dark areas. Observations has suesested n caves underground during daytime compared to at night. This suggest density of monsters in a place is affected by how many places in the area that s or monsters to spawn. The fewer places, the higher density. By this assumption, the numbes oawn in an area should be affected by the biome where the area is located SEF that the oA 3. Execution monsters who will Minccrants own system fot peogramming was used so make the exccudion aulomatic In summary, the experiment was conducted as ollows 2. Purpose The purpose of this project is to look at how changes in the mpact the number of monsters who will spawn in an area: -A platform was madc ai a predeterminot place in the game 4. Results The results are presented in arrays below weather and time got adjusied to a standard After a while the number of monsters on the platformm got counted and written down The platform was moved to a new location 13 diffencet biomes, 4 different heights and 10 different types of underlay on the platform got tested with this sctup n and conclusion ent biomes had the biggest impact on the number of monsters who spawned. The biome Deep Ocean has the highest density rs by a large margin. The follow up is the Swamp biome. Both of these biomes arc mostly water The biome with the lowest Taiga, followed by the two types of plains. These biomes has a lot of available land for monsters too spawn, so this was n the view of the hypothesis. rence between the different heights are smaller, but the difference is still there. The surface in the Minecraft world are at 64 we can see a lower density of monsters at that height. The highest platforms got the highest density of monsters s of underlay give some difference in density, but the varicty is small This can be explained by the inaccuracy of the crent types s, so it doesn't seam like the undcrlay has any effect on the monsters. se results, there seems to be no doubt that the biome and hcight an area is located, greatly affect how many monsters who will there. The hypothesi s loo spawn got the highest number of monsters on average. There seems too be some kind of correlation, but a different study be conducted too find out if this hypothesis is right s in the introduction seems to have got something right since the biomes with the least available places for To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.
Minecraft, Monster, and The Game: Biomes' Impact on Monster
 Density in Minecraft
 1. Introduction and Hypothesis
 Minecraft is a survival/sandbox
 biocks. You can find monsters in the game that will spawn in
 that there are more monsters i
 came from 2009 where the goal is to survive in a world filled with
 ISEF
 dark areas. Observations has suesested
 n caves underground during daytime compared to at night. This suggest
 density of monsters in a place is affected by how many places in the area that s
 or monsters to spawn. The fewer places, the higher density. By this assumption, the numbes
 oawn in an area should be affected by the biome where the area is located
 SEF
 that the
 oA
 3. Execution
 monsters who will
 Minccrants own system fot
 peogramming was used so make the
 exccudion aulomatic In summary, the
 experiment was conducted as
 ollows
 2. Purpose
 The purpose of this project is to look at how changes in the
 mpact the number of monsters who will spawn in an area:
 -A platform was madc ai a
 predeterminot place in the game
 4. Results
 The results are presented in arrays below
 weather and time got adjusied to
 a standard
 After a while the number of
 monsters on the platformm got
 counted and written down
 The platform was moved to a new
 location
 13 diffencet biomes, 4 different
 heights and 10 different types of
 underlay on the platform got tested
 with this sctup
 n and conclusion
 ent biomes had the biggest impact on the number of monsters who spawned. The biome Deep Ocean has the highest density
 rs by a large margin. The follow up is the Swamp biome. Both of these biomes arc mostly water The biome with the lowest
 Taiga, followed by the two types of plains. These biomes has a lot of available land for monsters too spawn, so this was
 n the view of the hypothesis.
 rence between the different heights are smaller, but the difference is still there. The surface in the Minecraft world are at 64
 we can see a lower density of monsters at that height. The highest platforms got the highest density of monsters
 s of underlay give some difference in density, but the varicty is small This can be explained by the inaccuracy of the
 crent types
 s, so it doesn't seam like the undcrlay has any effect on the monsters.
 se results, there seems to be no doubt that the biome and hcight an area is located, greatly affect how many monsters who will
 there. The hypothesi
 s loo spawn got the highest number of monsters on average. There seems too be some kind of correlation, but a different study
 be conducted too find out if this hypothesis is right
 s in the introduction seems to have got something right since the biomes with the least available
 places for
To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.

To celebrate Minecraft’s 10 year anniversary, here is me and my project in this year’s Intel ISEF competition.