Callie  Maggio

Callie Maggio

1643304480

How to Recreate the Home Page in Youtube UI Using ReactJS

Hey Everyone, this is the fifth video of the series in which we'll be creating Youtube UI Clone using ReactJs. In this video we'll be completing the Home Page.

#reactjs #react #ui 

What is GEEK

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How to Recreate the Home Page in Youtube UI Using ReactJS
Chloe  Butler

Chloe Butler

1667425440

Pdf2gerb: Perl Script Converts PDF Files to Gerber format

pdf2gerb

Perl script converts PDF files to Gerber format

Pdf2Gerb generates Gerber 274X photoplotting and Excellon drill files from PDFs of a PCB. Up to three PDFs are used: the top copper layer, the bottom copper layer (for 2-sided PCBs), and an optional silk screen layer. The PDFs can be created directly from any PDF drawing software, or a PDF print driver can be used to capture the Print output if the drawing software does not directly support output to PDF.

The general workflow is as follows:

  1. Design the PCB using your favorite CAD or drawing software.
  2. Print the top and bottom copper and top silk screen layers to a PDF file.
  3. Run Pdf2Gerb on the PDFs to create Gerber and Excellon files.
  4. Use a Gerber viewer to double-check the output against the original PCB design.
  5. Make adjustments as needed.
  6. Submit the files to a PCB manufacturer.

Please note that Pdf2Gerb does NOT perform DRC (Design Rule Checks), as these will vary according to individual PCB manufacturer conventions and capabilities. Also note that Pdf2Gerb is not perfect, so the output files must always be checked before submitting them. As of version 1.6, Pdf2Gerb supports most PCB elements, such as round and square pads, round holes, traces, SMD pads, ground planes, no-fill areas, and panelization. However, because it interprets the graphical output of a Print function, there are limitations in what it can recognize (or there may be bugs).

See docs/Pdf2Gerb.pdf for install/setup, config, usage, and other info.


pdf2gerb_cfg.pm

#Pdf2Gerb config settings:
#Put this file in same folder/directory as pdf2gerb.pl itself (global settings),
#or copy to another folder/directory with PDFs if you want PCB-specific settings.
#There is only one user of this file, so we don't need a custom package or namespace.
#NOTE: all constants defined in here will be added to main namespace.
#package pdf2gerb_cfg;

use strict; #trap undef vars (easier debug)
use warnings; #other useful info (easier debug)


##############################################################################################
#configurable settings:
#change values here instead of in main pfg2gerb.pl file

use constant WANT_COLORS => ($^O !~ m/Win/); #ANSI colors no worky on Windows? this must be set < first DebugPrint() call

#just a little warning; set realistic expectations:
#DebugPrint("${\(CYAN)}Pdf2Gerb.pl ${\(VERSION)}, $^O O/S\n${\(YELLOW)}${\(BOLD)}${\(ITALIC)}This is EXPERIMENTAL software.  \nGerber files MAY CONTAIN ERRORS.  Please CHECK them before fabrication!${\(RESET)}", 0); #if WANT_DEBUG

use constant METRIC => FALSE; #set to TRUE for metric units (only affect final numbers in output files, not internal arithmetic)
use constant APERTURE_LIMIT => 0; #34; #max #apertures to use; generate warnings if too many apertures are used (0 to not check)
use constant DRILL_FMT => '2.4'; #'2.3'; #'2.4' is the default for PCB fab; change to '2.3' for CNC

use constant WANT_DEBUG => 0; #10; #level of debug wanted; higher == more, lower == less, 0 == none
use constant GERBER_DEBUG => 0; #level of debug to include in Gerber file; DON'T USE FOR FABRICATION
use constant WANT_STREAMS => FALSE; #TRUE; #save decompressed streams to files (for debug)
use constant WANT_ALLINPUT => FALSE; #TRUE; #save entire input stream (for debug ONLY)

#DebugPrint(sprintf("${\(CYAN)}DEBUG: stdout %d, gerber %d, want streams? %d, all input? %d, O/S: $^O, Perl: $]${\(RESET)}\n", WANT_DEBUG, GERBER_DEBUG, WANT_STREAMS, WANT_ALLINPUT), 1);
#DebugPrint(sprintf("max int = %d, min int = %d\n", MAXINT, MININT), 1); 

#define standard trace and pad sizes to reduce scaling or PDF rendering errors:
#This avoids weird aperture settings and replaces them with more standardized values.
#(I'm not sure how photoplotters handle strange sizes).
#Fewer choices here gives more accurate mapping in the final Gerber files.
#units are in inches
use constant TOOL_SIZES => #add more as desired
(
#round or square pads (> 0) and drills (< 0):
    .010, -.001,  #tiny pads for SMD; dummy drill size (too small for practical use, but needed so StandardTool will use this entry)
    .031, -.014,  #used for vias
    .041, -.020,  #smallest non-filled plated hole
    .051, -.025,
    .056, -.029,  #useful for IC pins
    .070, -.033,
    .075, -.040,  #heavier leads
#    .090, -.043,  #NOTE: 600 dpi is not high enough resolution to reliably distinguish between .043" and .046", so choose 1 of the 2 here
    .100, -.046,
    .115, -.052,
    .130, -.061,
    .140, -.067,
    .150, -.079,
    .175, -.088,
    .190, -.093,
    .200, -.100,
    .220, -.110,
    .160, -.125,  #useful for mounting holes
#some additional pad sizes without holes (repeat a previous hole size if you just want the pad size):
    .090, -.040,  #want a .090 pad option, but use dummy hole size
    .065, -.040, #.065 x .065 rect pad
    .035, -.040, #.035 x .065 rect pad
#traces:
    .001,  #too thin for real traces; use only for board outlines
    .006,  #minimum real trace width; mainly used for text
    .008,  #mainly used for mid-sized text, not traces
    .010,  #minimum recommended trace width for low-current signals
    .012,
    .015,  #moderate low-voltage current
    .020,  #heavier trace for power, ground (even if a lighter one is adequate)
    .025,
    .030,  #heavy-current traces; be careful with these ones!
    .040,
    .050,
    .060,
    .080,
    .100,
    .120,
);
#Areas larger than the values below will be filled with parallel lines:
#This cuts down on the number of aperture sizes used.
#Set to 0 to always use an aperture or drill, regardless of size.
use constant { MAX_APERTURE => max((TOOL_SIZES)) + .004, MAX_DRILL => -min((TOOL_SIZES)) + .004 }; #max aperture and drill sizes (plus a little tolerance)
#DebugPrint(sprintf("using %d standard tool sizes: %s, max aper %.3f, max drill %.3f\n", scalar((TOOL_SIZES)), join(", ", (TOOL_SIZES)), MAX_APERTURE, MAX_DRILL), 1);

#NOTE: Compare the PDF to the original CAD file to check the accuracy of the PDF rendering and parsing!
#for example, the CAD software I used generated the following circles for holes:
#CAD hole size:   parsed PDF diameter:      error:
#  .014                .016                +.002
#  .020                .02267              +.00267
#  .025                .026                +.001
#  .029                .03167              +.00267
#  .033                .036                +.003
#  .040                .04267              +.00267
#This was usually ~ .002" - .003" too big compared to the hole as displayed in the CAD software.
#To compensate for PDF rendering errors (either during CAD Print function or PDF parsing logic), adjust the values below as needed.
#units are pixels; for example, a value of 2.4 at 600 dpi = .0004 inch, 2 at 600 dpi = .0033"
use constant
{
    HOLE_ADJUST => -0.004 * 600, #-2.6, #holes seemed to be slightly oversized (by .002" - .004"), so shrink them a little
    RNDPAD_ADJUST => -0.003 * 600, #-2, #-2.4, #round pads seemed to be slightly oversized, so shrink them a little
    SQRPAD_ADJUST => +0.001 * 600, #+.5, #square pads are sometimes too small by .00067, so bump them up a little
    RECTPAD_ADJUST => 0, #(pixels) rectangular pads seem to be okay? (not tested much)
    TRACE_ADJUST => 0, #(pixels) traces seemed to be okay?
    REDUCE_TOLERANCE => .001, #(inches) allow this much variation when reducing circles and rects
};

#Also, my CAD's Print function or the PDF print driver I used was a little off for circles, so define some additional adjustment values here:
#Values are added to X/Y coordinates; units are pixels; for example, a value of 1 at 600 dpi would be ~= .002 inch
use constant
{
    CIRCLE_ADJUST_MINX => 0,
    CIRCLE_ADJUST_MINY => -0.001 * 600, #-1, #circles were a little too high, so nudge them a little lower
    CIRCLE_ADJUST_MAXX => +0.001 * 600, #+1, #circles were a little too far to the left, so nudge them a little to the right
    CIRCLE_ADJUST_MAXY => 0,
    SUBST_CIRCLE_CLIPRECT => FALSE, #generate circle and substitute for clip rects (to compensate for the way some CAD software draws circles)
    WANT_CLIPRECT => TRUE, #FALSE, #AI doesn't need clip rect at all? should be on normally?
    RECT_COMPLETION => FALSE, #TRUE, #fill in 4th side of rect when 3 sides found
};

#allow .012 clearance around pads for solder mask:
#This value effectively adjusts pad sizes in the TOOL_SIZES list above (only for solder mask layers).
use constant SOLDER_MARGIN => +.012; #units are inches

#line join/cap styles:
use constant
{
    CAP_NONE => 0, #butt (none); line is exact length
    CAP_ROUND => 1, #round cap/join; line overhangs by a semi-circle at either end
    CAP_SQUARE => 2, #square cap/join; line overhangs by a half square on either end
    CAP_OVERRIDE => FALSE, #cap style overrides drawing logic
};
    
#number of elements in each shape type:
use constant
{
    RECT_SHAPELEN => 6, #x0, y0, x1, y1, count, "rect" (start, end corners)
    LINE_SHAPELEN => 6, #x0, y0, x1, y1, count, "line" (line seg)
    CURVE_SHAPELEN => 10, #xstart, ystart, x0, y0, x1, y1, xend, yend, count, "curve" (bezier 2 points)
    CIRCLE_SHAPELEN => 5, #x, y, 5, count, "circle" (center + radius)
};
#const my %SHAPELEN =
#Readonly my %SHAPELEN =>
our %SHAPELEN =
(
    rect => RECT_SHAPELEN,
    line => LINE_SHAPELEN,
    curve => CURVE_SHAPELEN,
    circle => CIRCLE_SHAPELEN,
);

#panelization:
#This will repeat the entire body the number of times indicated along the X or Y axes (files grow accordingly).
#Display elements that overhang PCB boundary can be squashed or left as-is (typically text or other silk screen markings).
#Set "overhangs" TRUE to allow overhangs, FALSE to truncate them.
#xpad and ypad allow margins to be added around outer edge of panelized PCB.
use constant PANELIZE => {'x' => 1, 'y' => 1, 'xpad' => 0, 'ypad' => 0, 'overhangs' => TRUE}; #number of times to repeat in X and Y directions

# Set this to 1 if you need TurboCAD support.
#$turboCAD = FALSE; #is this still needed as an option?

#CIRCAD pad generation uses an appropriate aperture, then moves it (stroke) "a little" - we use this to find pads and distinguish them from PCB holes. 
use constant PAD_STROKE => 0.3; #0.0005 * 600; #units are pixels
#convert very short traces to pads or holes:
use constant TRACE_MINLEN => .001; #units are inches
#use constant ALWAYS_XY => TRUE; #FALSE; #force XY even if X or Y doesn't change; NOTE: needs to be TRUE for all pads to show in FlatCAM and ViewPlot
use constant REMOVE_POLARITY => FALSE; #TRUE; #set to remove subtractive (negative) polarity; NOTE: must be FALSE for ground planes

#PDF uses "points", each point = 1/72 inch
#combined with a PDF scale factor of .12, this gives 600 dpi resolution (1/72 * .12 = 600 dpi)
use constant INCHES_PER_POINT => 1/72; #0.0138888889; #multiply point-size by this to get inches

# The precision used when computing a bezier curve. Higher numbers are more precise but slower (and generate larger files).
#$bezierPrecision = 100;
use constant BEZIER_PRECISION => 36; #100; #use const; reduced for faster rendering (mainly used for silk screen and thermal pads)

# Ground planes and silk screen or larger copper rectangles or circles are filled line-by-line using this resolution.
use constant FILL_WIDTH => .01; #fill at most 0.01 inch at a time

# The max number of characters to read into memory
use constant MAX_BYTES => 10 * M; #bumped up to 10 MB, use const

use constant DUP_DRILL1 => TRUE; #FALSE; #kludge: ViewPlot doesn't load drill files that are too small so duplicate first tool

my $runtime = time(); #Time::HiRes::gettimeofday(); #measure my execution time

print STDERR "Loaded config settings from '${\(__FILE__)}'.\n";
1; #last value must be truthful to indicate successful load


#############################################################################################
#junk/experiment:

#use Package::Constants;
#use Exporter qw(import); #https://perldoc.perl.org/Exporter.html

#my $caller = "pdf2gerb::";

#sub cfg
#{
#    my $proto = shift;
#    my $class = ref($proto) || $proto;
#    my $settings =
#    {
#        $WANT_DEBUG => 990, #10; #level of debug wanted; higher == more, lower == less, 0 == none
#    };
#    bless($settings, $class);
#    return $settings;
#}

#use constant HELLO => "hi there2"; #"main::HELLO" => "hi there";
#use constant GOODBYE => 14; #"main::GOODBYE" => 12;

#print STDERR "read cfg file\n";

#our @EXPORT_OK = Package::Constants->list(__PACKAGE__); #https://www.perlmonks.org/?node_id=1072691; NOTE: "_OK" skips short/common names

#print STDERR scalar(@EXPORT_OK) . " consts exported:\n";
#foreach(@EXPORT_OK) { print STDERR "$_\n"; }
#my $val = main::thing("xyz");
#print STDERR "caller gave me $val\n";
#foreach my $arg (@ARGV) { print STDERR "arg $arg\n"; }

Download Details:

Author: swannman
Source Code: https://github.com/swannman/pdf2gerb

License: GPL-3.0 license

#perl 

Callie  Maggio

Callie Maggio

1643304480

How to Recreate the Home Page in Youtube UI Using ReactJS

Hey Everyone, this is the fifth video of the series in which we'll be creating Youtube UI Clone using ReactJs. In this video we'll be completing the Home Page.

#reactjs #react #ui 

Spring: A Static Web Site Generator Written By GitHub Issues

Spring

Spring is a blog engine written by GitHub Issues, or is a simple, static web site generator. No more server and database, you can setup it in free hosting with GitHub Pages as a repository, then post the blogs in the repository Issues.

You can add some labels in your repository Issues as the blog category, and create Issues for writing blog content through Markdown.

Spring has responsive templates, looking good on mobile, tablet, and desktop.Gracefully degrading in older browsers. Compatible with Internet Explorer 10+ and all modern browsers.

Get up and running in seconds.

中文介绍

Quick start guide

For the impatient, here's how to get a Spring blog site up and running.

First of all

  • Fork the Spring repository as yours.
  • Goto your repository settings page to rename Repository Name.
  • Hosted directly on GitHub Pages from your project repository, you can take it as User or organization site or Project site(create a gh-pages branch).
  • Also, you can set up a custom domain with Pages.

Secondly

  • Open the index.html file to edit the config variables with yours below.
$.extend(spring.config, {
  // my blog title
  title: 'Spring',
  // my blog description
  desc: "A blog engine written by github issues [Fork me on GitHub](https://github.com/zhaoda/spring)",
  // my github username
  owner: 'zhaoda',
  // creator's username
  creator: 'zhaoda',
  // the repository name on github for writting issues
  repo: 'spring',
  // custom page
  pages: [
  ]
})
  • Put your domain into the CNAME file if you have.
  • Commit your change and push it.

And then

  • Goto your repository settings page to turn on the Issues feature.
  • Browser this repository's issues page, like this https://github.com/your-username/your-repo-name/issues?state=open.
  • Click the New Issue button to just write some content as a new one blog.

Finally

  • Browser this repository's GitHub Pages url, like this http://your-username.github.io/your-repo-name, you will see your Spring blog, have a test.
  • And you're done!

Custom development

Installation

  • You will need a web server installed on your system, for example, Nginx, Apache etc.
  • Configure your spring project to your local web server directory.
  • Run and browser it, like http://localhost/spring/dev.html .
  • dev.html is used to develop, index.html is used to runtime.

Folder Structure

spring/
├── css/
|    ├── boot.less  #import other less files
|    ├── github.less  #github highlight style
|    ├── home.less  #home page style
|    ├── issuelist.less #issue list widget style
|    ├── issues.less #issues page style
|    ├── labels.less #labels page style
|    ├── main.less #commo style
|    ├── markdown.less #markdown format style
|    ├── menu.less #menu panel style
|    ├── normalize.less #normalize style
|    ├── pull2refresh.less #pull2refresh widget style
|    └── side.html  #side panel style
├── dist/
|    ├── main.min.css  #css for runtime
|    └── main.min.js  #js for runtime
├── img/  #some icon, startup images
├── js/
|    ├── lib/  #some js librarys need to use
|    ├── boot.js  #boot
|    ├── home.js  #home page
|    ├── issuelist.js #issue list widget
|    ├── issues.js #issues page
|    ├── labels.js #labels page
|    ├── menu.js #menu panel
|    ├── pull2refresh.less #pull2refresh widget
|    └── side.html  #side panel
├── css/
|    ├── boot.less  #import other less files
|    ├── github.less  #github highlight style
|    ├── home.less  #home page style
|    ├── issuelist.less #issue list widget style
|    ├── issues.less #issues page style
|    ├── labels.less #labels page style
|    ├── main.less #commo style
|    ├── markdown.less #markdown format style
|    ├── menu.less #menu panel style
|    ├── normalize.less #normalize style
|    ├── pull2refresh.less #pull2refresh widget style
|    └── side.html  #side panel style
├── dev.html #used to develop
├── favicon.ico #website icon
├── Gruntfile.js #Grunt task config
├── index.html #used to runtime
└── package.json  #nodejs install config

Customization

  • Browser http://localhost/spring/dev.html, enter the development mode.
  • Changes you want to modify the source code, like css, js etc.
  • Refresh dev.html view change.

Building

  • You will need Node.js installed on your system.
  • Installation package.
bash

$ npm install

*   Run grunt task.

    ```bash
$ grunt
  • Browser http://localhost/spring/index.html, enter the runtime mode.
  • If there is no problem, commit and push the code.
  • Don't forget to merge master branch into gh-pages branch if you have.
  • And you're done! Good luck!

Report a bug

Who used

If you are using, please tell me.

Download Details:
Author: zhaoda
Source Code: https://github.com/zhaoda/spring
License: MIT License

#spring #spring-framework #spring-boot #java 

UI Designer Vs UI Developer

Comparing UI Designers to UI Developers
User interface (UI) designers and developers are directly responsible for the consumer base’s experience using an application or software program. Designers specifically deal with the visual aspects of the program, while developers deal with the overall performance and functionality of the software.
To get in depth knowledge on UI, enrich your skills on UI online training Course

Responsibilities of UI Designers vs. UI Developers
UI designers and developers work in tandem to create a program or application that is easy to understand and operate by their customers or clients. Though there may be some occasional overlap in the duties within the workplace, their designated duties are quite clear and are dependent on the other. UI developers are responsible for the coding and programming in the conception of an application, specifically with regard to how the software operates at the hands of the user. UI designers are in charge of applying their understanding of the program operations to create a visual experience that is most compatible to the program’s functionality.

UI Designers
User interface designers are tasked with understanding the programming language of the application in creation so that they can conceptualize and craft visual aspects that will facilitate usage of the program. They are expected to understand computer programming as well as graphic design due to the demands of their work, since they are in charge of incorporating their designs into the program correctly. Their designs are implemented into the layout, which is typically drafted by the developers, while the style of their designs is contingent on the guidelines given by the directors. Once these designs are finished, they must implement them into the program and run a demo of it for the developers and directors to ensure they met the needs and expectations of the project while ensuring there aren’t any bugs caused from their designs. Get more skills from UI Training

Other responsibilities of UI designers are as follows:

  • Make drafts in graphic design and editing software
  • Select fonts and determine color schemes, for consistency
  • Proficiency in programming codes such as Java or CSS
  • Create storyboards and test runs of animated, visual concepts

UI Developers
User interface developers are responsible for the functional aspects of a software application, coding and programming throughout all stages of development with the clients and potential users of the application in mind. They usually begin the process by incorporating the clients’ expressed needs into a layout that is modified as progress is made. Once they get the general functions working, the designers will incorporate their visual conceptions into the layout to ensure that the first draft is operational. If there are any bugs or malfunctions to fix, the developers must troubleshoot and patch the application. While doing these tasks, they must take detailed notes of all the progress made to streamline any future updates made to the program, functionally or aesthetically. Learn more from ui design course

UI developers will also be responsible for:

  • Utilizing research data to improve or build onto the design of the application
  • Suggesting any software updates to improve functionality
  • Constructing diagrams that will aide other developers and programmers on the project
  • Performing test runs of the application

#ui design course #ui training #online ui training #ui online course #ui online training #advanced ui design course

UX designer ? UI designer ? UI Developer ?

The UX designer is someone who thinks about what should the user flow be like, which page should lead to which page, when should a confirm popup appear or not appear, should there be a listing page before or after a create-new page, should there be an address field in the page or geolocation is enough to serve the purpose? After brainstorming through each of these and several other questions, the UX designer comes up with something known as wireframes, which in simple terms is just a blueprint of the website/app.
This is image title

To get in-Depth knowledge on UI Design you can enroll for a live demo on UI online training

The UI designer then takes the wireframes and makes them beautiful, also ensuring that the workflow of the product is communicated well to the user. He will add the pixel level details to the wireframes. What should be the font used, what should be the background image, do we need a background image, what should be the foreground color, how big should be the submit button, does it make more sense to have the menu at the bottom of the screen, what should the logo look like? The job of a UI designer is answering all these and thereafter delivering static mockups, using may be Photoshop, Invision and many other design tools.

The UI developer is the one who puts these static mockups in “real code”. They might need skills like HTML CSS , precompilers(like sass or less) , UI frameworks (like bootstrap or foundation), or xml layouts( in case of android UI) or a combined knowledge of all of them with Javascript (in case of react, react native). The result is a beautiful set of screens/pages which can be actually rendered in a browser or a mobile device.Learn more from ui design course

#ui online course #ui design course #ui training #online ui training #ui courses online #ui design classes online