This document provides an overview of 3D surface modeling in AutoCAD. It discusses the different types of surface modeling commands available in AutoCAD, including 2D SOLID, 3D FACE, and Region. 2D SOLID creates filled polygons in the current UCS plane and is not a true 3D surface, while 3D FACE creates planar 3D surfaces of three or four sides and is best suited for surface modeling. The document also covers predefined, tabulated, ruled and revolved surface tools for automating surface creation, and explains how surface models represent approximate curved surfaces using planar facets rather than true curves.
The document provides an introduction to using AutoCAD 2007 to create basic 2D drawings. It discusses starting up AutoCAD, setting up drawing units and limits, and using commands like LINE, ERASE, and GRID to create and modify simple geometric shapes. The tutorial emphasizes using the on-screen interface over keyboard commands. It aims to help users learn fundamental CAD concepts and skills for constructing 2D designs.
The document provides an overview of AutoCAD and describes various shortcuts and commands for page setup, drawing, and editing in AutoCAD. It introduces AutoCAD as 2D and 3D modeling software widely used in engineering and outlines shortcuts for common tasks like saving files, undoing/redoing actions, and copying/pasting. The document also lists commands for setting up pages, units and drawing styles as well as shortcuts for drawing, editing, and arranging objects in AutoCAD drawings.
This document provides instructions for patterning and plotting in AutoCAD for fashion design. It discusses patterning software that can help create patterns for unique garment designs. It then outlines the steps to plot a drawing in AutoCAD, including setting the correct units, page layout, title block, viewports scaled to the drawing, and finally plotting the drawing. References for further information on fashion CAD and patterning are also provided.
This document provides instructions for a workshop on using DUSPviz RHINO 4.0 3D modeling software. It discusses NURBS geometry representations that can describe complex shapes. It then outlines steps for setting up a project including choosing units, modifying displays and tools, importing drawings, extruding objects to 3D, rendering, scripting, printing, and includes additional resources. The workshop covers basic and advanced functions for modeling, navigation, and output.
The document provides an overview of AutoCAD, including:
- AutoCAD is computer-aided design (CAD) software used to design and document designs in 2D and 3D.
- Its primary purpose is to produce precise drawings and specifications. Urban planners often use it to manipulate site plans.
- The interface includes ribbon tabs, command line, zoom and pan tools, and drafting settings like object snaps.
- Basic functions include making selections, drawing objects, modifying objects through moves, copies, offsets, scaling, and more. Hatching, blocks, and plotting are also covered.
Photoshop is often used to design websites, but there are many reasons that make its vector-based cousin, Adobe Illustrator, a tool of choice. In this session, we’ll cover the differences between working with Photoshop and Illustrator. We’ll explain what vector art is and the advantages of a vector-first mindset when it comes to the ability to iterate quickly, provide multiple design options, design responsively and to keep visuals consistent across a variety of media. We’ll also cover some basic how-to items.
Meet The Vector Superhero - Seminar on Adobe Illustrator by RapidValue SolutionsRapidValue
This document provides an overview of Adobe Illustrator and how it can be used for different purposes. Adobe Illustrator is a vector graphics editor that is used to create vector graphics, logos, illustrations, and fonts. It allows for resolution-independent scaling unlike pixel-based editors. The document discusses different types of artwork that can be created using Illustrator like minimalist, realistic, and design work. Examples are given of how tools like the gradient mesh and shapes can be used to create realistic and polygon-based images. Different versions of Illustrator over time are also summarized.
This document provides an overview of 3D surface modeling in AutoCAD. It discusses the different types of surface modeling commands available in AutoCAD, including 2D SOLID, 3D FACE, and Region. 2D SOLID creates filled polygons in the current UCS plane and is not a true 3D surface, while 3D FACE creates planar 3D surfaces of three or four sides and is best suited for surface modeling. The document also covers predefined, tabulated, ruled and revolved surface tools for automating surface creation, and explains how surface models represent approximate curved surfaces using planar facets rather than true curves.
The document provides an introduction to using AutoCAD 2007 to create basic 2D drawings. It discusses starting up AutoCAD, setting up drawing units and limits, and using commands like LINE, ERASE, and GRID to create and modify simple geometric shapes. The tutorial emphasizes using the on-screen interface over keyboard commands. It aims to help users learn fundamental CAD concepts and skills for constructing 2D designs.
The document provides an overview of AutoCAD and describes various shortcuts and commands for page setup, drawing, and editing in AutoCAD. It introduces AutoCAD as 2D and 3D modeling software widely used in engineering and outlines shortcuts for common tasks like saving files, undoing/redoing actions, and copying/pasting. The document also lists commands for setting up pages, units and drawing styles as well as shortcuts for drawing, editing, and arranging objects in AutoCAD drawings.
This document provides instructions for patterning and plotting in AutoCAD for fashion design. It discusses patterning software that can help create patterns for unique garment designs. It then outlines the steps to plot a drawing in AutoCAD, including setting the correct units, page layout, title block, viewports scaled to the drawing, and finally plotting the drawing. References for further information on fashion CAD and patterning are also provided.
This document provides instructions for a workshop on using DUSPviz RHINO 4.0 3D modeling software. It discusses NURBS geometry representations that can describe complex shapes. It then outlines steps for setting up a project including choosing units, modifying displays and tools, importing drawings, extruding objects to 3D, rendering, scripting, printing, and includes additional resources. The workshop covers basic and advanced functions for modeling, navigation, and output.
The document provides an overview of AutoCAD, including:
- AutoCAD is computer-aided design (CAD) software used to design and document designs in 2D and 3D.
- Its primary purpose is to produce precise drawings and specifications. Urban planners often use it to manipulate site plans.
- The interface includes ribbon tabs, command line, zoom and pan tools, and drafting settings like object snaps.
- Basic functions include making selections, drawing objects, modifying objects through moves, copies, offsets, scaling, and more. Hatching, blocks, and plotting are also covered.
Photoshop is often used to design websites, but there are many reasons that make its vector-based cousin, Adobe Illustrator, a tool of choice. In this session, we’ll cover the differences between working with Photoshop and Illustrator. We’ll explain what vector art is and the advantages of a vector-first mindset when it comes to the ability to iterate quickly, provide multiple design options, design responsively and to keep visuals consistent across a variety of media. We’ll also cover some basic how-to items.
Meet The Vector Superhero - Seminar on Adobe Illustrator by RapidValue SolutionsRapidValue
This document provides an overview of Adobe Illustrator and how it can be used for different purposes. Adobe Illustrator is a vector graphics editor that is used to create vector graphics, logos, illustrations, and fonts. It allows for resolution-independent scaling unlike pixel-based editors. The document discusses different types of artwork that can be created using Illustrator like minimalist, realistic, and design work. Examples are given of how tools like the gradient mesh and shapes can be used to create realistic and polygon-based images. Different versions of Illustrator over time are also summarized.
Utilizing Layers in AutoCAD Prototype PackageBrian Mitchell
This prototype package provides an instructional user guide and visual demonstration for using layers in Autodesk's AutoCAD software. The package was created for engineering and construction students and includes a brief history of AutoCAD, why layers are important, and a user guide explaining how to create and manipulate layers. The user guide was written in Microsoft Word with AutoCAD screenshots and an accompanying audiovisual tutorial was created using Camtasia and screencast-o-matic to demonstrate the on-screen instructions.
Tutorial 1 - Computer Aided Design (Final Release)Charling Li
This document provides a tutorial on computer aided design (CAD) using SolidWorks. It begins with an overview of the fundamentals of CAD and engineering drawings. It then demonstrates how to use SolidWorks to model a sensor mount in 3D, including steps to extrude a base, cut features, add screw holes, and cut slots for sensors. The tutorial concludes by challenging readers to add fillets to smooth edges and encourages experimenting with CAD.
Computer Aided Drawing (CAD) involves preparing drawings on a computer screen. CAD allows designers to conceptualize ideas, easily modify designs, add animations, perform calculations, and add colors/fonts. The interactive computer graphics used in modern CAD systems allow images to be constructed from basic geometric elements and transformed as needed. Key benefits of CAD include improved productivity, shorter preparation times, reduced errors, and the ability to more easily accommodate design changes. AutoCAD is commonly used and provides a drawing area and tools to create drawings using lines, curves, text, and other elements.
This document provides an overview of three methods for adding lighting effects in Photoshop. Method one uses Photoshop's built-in lighting effects tool. Method two uses layer masking to simulate lighting by overlapping transparent layers. Method three combines the first two methods and applies them to architectural images. The document includes instructions and screenshots to demonstrate each lighting technique.
This document provides an overview of Adobe Illustrator's interface and basic tools. It demonstrates how to draw and manipulate vector shapes, apply strokes and fills, duplicate and transform objects, add text, and save files in Illustrator. Key tools and concepts covered include the selection tools, drawing tools like rectangle and ellipse, styling tools, the pen tool for drawing paths, and using layers, guides and the scissors tool.
The document discusses AutoCAD and its features. It describes AutoCAD as CAD software for 2D and 3D design. It outlines various commands like toolbars, key commands, and key sequences. It also discusses layers, drafting settings, modify commands, and 3D modeling tools like extrude, revolve, sweep, and loft. Layers allow organizing a drawing by turning parts on and off. Commands like copy, move, and array duplicate or rearrange objects. 3D tools extrude, revolve, sweep, and loft create 3D geometry from 2D profiles.
Corel Draw is a vector-based graphic design software that allows users to design illustrations, page layouts, logos, and other graphics for print and digital media. It uses mathematical calculations to draw objects rather than pixels, enabling users to transform their ideas into professional results by designing magazine covers, book covers, newspaper ads, illustrations, page layouts, and more. Corel Draw provides the tools to bring designs to life and beyond imagination.
This document discusses various tools and techniques for graphic design projects using Adobe CC software like Illustrator and Photoshop. It covers topics like creating and editing vector paths, pasting and arranging objects, using tools like the shape builder and blob brush, working with color modes and swatches, applying gradients, and combining shapes using the pathfinder panel. The final section discusses exporting and saving files as PDF.
This document provides an overview and instructions for using basic AutoCAD 2D commands and functions, including:
- Launching and navigating the AutoCAD interface
- Opening, creating, and saving drawings
- Using basic drawing tools like LINE, CIRCLE, and ARC
- Manipulating objects with commands like ERASE
- Understanding the Cartesian coordinate system
- Utilizing dynamic input, object snaps, and other drafting settings
The summary highlights the main topics and commands covered in the tutorial to introduce a new AutoCAD user to essential 2D drawing and interface skills.
The document discusses scaling and rotating objects in CAD programs. It provides instructions for using the Scale command, which allows resizing objects by specifying a base point and either using the reference or points options to pick points that establish the new scaled length. It also briefly mentions the Rotate command is used to change the orientation of objects by selecting them, specifying a base point, and entering a rotation angle.
http://fr.droidcon.com/2014/agenda/
http://fr.droidcon.com/2014/agenda/detail?title=Framing+the+Canvas
This talk will guide you through a topic that is often ignored: the Canvas API. Even if there's only scarce documentation for it, the Canvas API is at the heart of everything that shows a UI on Android. You'll need to tame this powerful and mysterious creature if you want to create great custom views and brilliant, lightweight UIs for your apps.
What is a Canvas? How do you Paint? Can you draw Paths? What is Skia, and who invited it anyway? What actually happens during a drawing pass? What are Shaders? What are Filters? Is it true that text is basically impossible to measure correctly? What shape does a Shape have if noone's painting it? These and other questions will get an answer during this session. Well, some of them will not, probably.
Connect the dots in the spotty documentation the Android team has assembled, and become a true pixel pusher!
Speaker: Sebastiano Poggi, Novoda
Sebastiano Poggi is a Android Software Craftsman at Novoda in London.
A self-taught and strong OSS believer who loves in beautiful and simple UX and UI, where “less is more”, he spends a big chunk of his spare time reading and writing about Android development. He also creates and maintains some FOSS apps and libraries, that span from the fun little project to more serious (and, perhaps, useful) work.
He worked some time in AKQA as a Senior Software Engineer. Before moving to London, he also worked at i’m Spa (an Italian smartwatch startup) for two years, messing with the Android platform and handling their Developer Relations. He's been toying with the Android SDK since 2010.
This document provides an introduction to 2D game development using a game engine. It explains that a game engine is the program used to build the game world and drive interactivity. Game engines are made up of different parts that work together. The document outlines that students will learn how to create sprites, controllable player objects, enemy objects, and rooms/levels in GameMaker by following tutorials. The goal is for students to understand what a game engine is, be able to create sprites, and use visual coding to create object movement.
This document provides an introduction to 2D graphics using OpenGL. It discusses why OpenGL is a useful industry standard API for 2D and 3D graphics. It explains that learning 2D graphics first is a good stepping stone towards 3D as many concepts are easier to understand in 2D without lights, cameras, etc. The document outlines some of the key components of graphics platforms, including retained vs immediate mode, and how early graphics platforms had limitations that modern ones address through features like hierarchical scenes and device independence. It then introduces OpenGL specifics like shaders, coordinate systems, transformations using matrices, and providing an example clock application to demonstrate drawing a simple 2D shape by setting up vertex buffers and rendering.
Este documento presenta Mobclix, un SDK de publicidad móvil para desarrolladores de aplicaciones Android e iOS. Explica cómo crear una cuenta de desarrollador, integrar el SDK en una aplicación, configurar anunciantes y banners, e instalar el SDK. También identifica algunos inconvenientes iniciales como errores en Android y falta de funcionalidades, aunque reconoce que Mobclix escucha comentarios para mejorar.
El documento resume la experiencia de Sergi Martínez con Admob y el desarrollo de aplicaciones móviles. Martínez no se dedica al desarrollo como profesión y ha creado 9 aplicaciones, 4 de ellas clones, con las que ha obtenido ingresos modestos. El documento analiza la evolución de los ingresos por día, semana y país, así como el efecto de las actualizaciones en los ingresos. Finalmente, Martínez ofrece su contacto para responder preguntas.
Realm or: How I learned to stop worrying and love my app databaseSergi Martínez
This document provides an overview of using Realm as a mobile database solution instead of SQLite. Some key points:
- Realm stores objects rather than rows/tables and has no boilerplate code for common SQLite tasks like SQL queries.
- Objects are defined by creating RealmObject subclasses with getter/setter properties. These objects can then be stored, queried, and related to each other in the Realm database.
- Relationships between objects can be defined to support one-to-many and many-to-many relationships. Objects are queried using a fluent query language rather than raw SQL.
- Realm uses transactions to ensure data integrity. Objects are added/updated by beginning a transaction, making changes
Este documento presenta una introducción al desarrollo de aplicaciones para Android. Cubre temas como la instalación del entorno de desarrollo, la creación de un proyecto "Hola Mundo", el ciclo de vida de las actividades, el uso de recursos, la interacción con el usuario, menús, preferencias e intents. El objetivo final es proporcionar una guía básica pero completa para que los desarrolladores puedan crear sus primeras aplicaciones en la plataforma Android.
My way to clean android (EN) - Android day salamanca editionChristian Panadero
This document summarizes Christian Panadero's presentation on "My way to clean Android". It discusses clean architecture principles for Android applications, including separating components by abstraction level and dependency rules. It outlines the project structure with separate modules for presentation, domain, and data layers. It also provides examples of interactions between these layers using common design patterns like MVP, repositories, and dependency injection. The goal is to make implementations swappable and the codebase independent of frameworks and external factors for maximum testability and flexibility.
2D Graphics. Description of 2D graphic operations in Qt4. In this Chapter, you can learn how to handle the graphic scenes, views, and items in the Qt program.
The document discusses different algorithms for computer graphics rasterization. It covers line drawing algorithms like the straightforward approach, DDA, midpoint, and Bresenham's. It also discusses circle drawing using the parametric polar form equation and triangle rasterization which examines pixels using edge equations and colors them using barycentric coordinates.
Utilizing Layers in AutoCAD Prototype PackageBrian Mitchell
This prototype package provides an instructional user guide and visual demonstration for using layers in Autodesk's AutoCAD software. The package was created for engineering and construction students and includes a brief history of AutoCAD, why layers are important, and a user guide explaining how to create and manipulate layers. The user guide was written in Microsoft Word with AutoCAD screenshots and an accompanying audiovisual tutorial was created using Camtasia and screencast-o-matic to demonstrate the on-screen instructions.
Tutorial 1 - Computer Aided Design (Final Release)Charling Li
This document provides a tutorial on computer aided design (CAD) using SolidWorks. It begins with an overview of the fundamentals of CAD and engineering drawings. It then demonstrates how to use SolidWorks to model a sensor mount in 3D, including steps to extrude a base, cut features, add screw holes, and cut slots for sensors. The tutorial concludes by challenging readers to add fillets to smooth edges and encourages experimenting with CAD.
Computer Aided Drawing (CAD) involves preparing drawings on a computer screen. CAD allows designers to conceptualize ideas, easily modify designs, add animations, perform calculations, and add colors/fonts. The interactive computer graphics used in modern CAD systems allow images to be constructed from basic geometric elements and transformed as needed. Key benefits of CAD include improved productivity, shorter preparation times, reduced errors, and the ability to more easily accommodate design changes. AutoCAD is commonly used and provides a drawing area and tools to create drawings using lines, curves, text, and other elements.
This document provides an overview of three methods for adding lighting effects in Photoshop. Method one uses Photoshop's built-in lighting effects tool. Method two uses layer masking to simulate lighting by overlapping transparent layers. Method three combines the first two methods and applies them to architectural images. The document includes instructions and screenshots to demonstrate each lighting technique.
This document provides an overview of Adobe Illustrator's interface and basic tools. It demonstrates how to draw and manipulate vector shapes, apply strokes and fills, duplicate and transform objects, add text, and save files in Illustrator. Key tools and concepts covered include the selection tools, drawing tools like rectangle and ellipse, styling tools, the pen tool for drawing paths, and using layers, guides and the scissors tool.
The document discusses AutoCAD and its features. It describes AutoCAD as CAD software for 2D and 3D design. It outlines various commands like toolbars, key commands, and key sequences. It also discusses layers, drafting settings, modify commands, and 3D modeling tools like extrude, revolve, sweep, and loft. Layers allow organizing a drawing by turning parts on and off. Commands like copy, move, and array duplicate or rearrange objects. 3D tools extrude, revolve, sweep, and loft create 3D geometry from 2D profiles.
Corel Draw is a vector-based graphic design software that allows users to design illustrations, page layouts, logos, and other graphics for print and digital media. It uses mathematical calculations to draw objects rather than pixels, enabling users to transform their ideas into professional results by designing magazine covers, book covers, newspaper ads, illustrations, page layouts, and more. Corel Draw provides the tools to bring designs to life and beyond imagination.
This document discusses various tools and techniques for graphic design projects using Adobe CC software like Illustrator and Photoshop. It covers topics like creating and editing vector paths, pasting and arranging objects, using tools like the shape builder and blob brush, working with color modes and swatches, applying gradients, and combining shapes using the pathfinder panel. The final section discusses exporting and saving files as PDF.
This document provides an overview and instructions for using basic AutoCAD 2D commands and functions, including:
- Launching and navigating the AutoCAD interface
- Opening, creating, and saving drawings
- Using basic drawing tools like LINE, CIRCLE, and ARC
- Manipulating objects with commands like ERASE
- Understanding the Cartesian coordinate system
- Utilizing dynamic input, object snaps, and other drafting settings
The summary highlights the main topics and commands covered in the tutorial to introduce a new AutoCAD user to essential 2D drawing and interface skills.
The document discusses scaling and rotating objects in CAD programs. It provides instructions for using the Scale command, which allows resizing objects by specifying a base point and either using the reference or points options to pick points that establish the new scaled length. It also briefly mentions the Rotate command is used to change the orientation of objects by selecting them, specifying a base point, and entering a rotation angle.
http://fr.droidcon.com/2014/agenda/
http://fr.droidcon.com/2014/agenda/detail?title=Framing+the+Canvas
This talk will guide you through a topic that is often ignored: the Canvas API. Even if there's only scarce documentation for it, the Canvas API is at the heart of everything that shows a UI on Android. You'll need to tame this powerful and mysterious creature if you want to create great custom views and brilliant, lightweight UIs for your apps.
What is a Canvas? How do you Paint? Can you draw Paths? What is Skia, and who invited it anyway? What actually happens during a drawing pass? What are Shaders? What are Filters? Is it true that text is basically impossible to measure correctly? What shape does a Shape have if noone's painting it? These and other questions will get an answer during this session. Well, some of them will not, probably.
Connect the dots in the spotty documentation the Android team has assembled, and become a true pixel pusher!
Speaker: Sebastiano Poggi, Novoda
Sebastiano Poggi is a Android Software Craftsman at Novoda in London.
A self-taught and strong OSS believer who loves in beautiful and simple UX and UI, where “less is more”, he spends a big chunk of his spare time reading and writing about Android development. He also creates and maintains some FOSS apps and libraries, that span from the fun little project to more serious (and, perhaps, useful) work.
He worked some time in AKQA as a Senior Software Engineer. Before moving to London, he also worked at i’m Spa (an Italian smartwatch startup) for two years, messing with the Android platform and handling their Developer Relations. He's been toying with the Android SDK since 2010.
This document provides an introduction to 2D game development using a game engine. It explains that a game engine is the program used to build the game world and drive interactivity. Game engines are made up of different parts that work together. The document outlines that students will learn how to create sprites, controllable player objects, enemy objects, and rooms/levels in GameMaker by following tutorials. The goal is for students to understand what a game engine is, be able to create sprites, and use visual coding to create object movement.
This document provides an introduction to 2D graphics using OpenGL. It discusses why OpenGL is a useful industry standard API for 2D and 3D graphics. It explains that learning 2D graphics first is a good stepping stone towards 3D as many concepts are easier to understand in 2D without lights, cameras, etc. The document outlines some of the key components of graphics platforms, including retained vs immediate mode, and how early graphics platforms had limitations that modern ones address through features like hierarchical scenes and device independence. It then introduces OpenGL specifics like shaders, coordinate systems, transformations using matrices, and providing an example clock application to demonstrate drawing a simple 2D shape by setting up vertex buffers and rendering.
Este documento presenta Mobclix, un SDK de publicidad móvil para desarrolladores de aplicaciones Android e iOS. Explica cómo crear una cuenta de desarrollador, integrar el SDK en una aplicación, configurar anunciantes y banners, e instalar el SDK. También identifica algunos inconvenientes iniciales como errores en Android y falta de funcionalidades, aunque reconoce que Mobclix escucha comentarios para mejorar.
El documento resume la experiencia de Sergi Martínez con Admob y el desarrollo de aplicaciones móviles. Martínez no se dedica al desarrollo como profesión y ha creado 9 aplicaciones, 4 de ellas clones, con las que ha obtenido ingresos modestos. El documento analiza la evolución de los ingresos por día, semana y país, así como el efecto de las actualizaciones en los ingresos. Finalmente, Martínez ofrece su contacto para responder preguntas.
Realm or: How I learned to stop worrying and love my app databaseSergi Martínez
This document provides an overview of using Realm as a mobile database solution instead of SQLite. Some key points:
- Realm stores objects rather than rows/tables and has no boilerplate code for common SQLite tasks like SQL queries.
- Objects are defined by creating RealmObject subclasses with getter/setter properties. These objects can then be stored, queried, and related to each other in the Realm database.
- Relationships between objects can be defined to support one-to-many and many-to-many relationships. Objects are queried using a fluent query language rather than raw SQL.
- Realm uses transactions to ensure data integrity. Objects are added/updated by beginning a transaction, making changes
Este documento presenta una introducción al desarrollo de aplicaciones para Android. Cubre temas como la instalación del entorno de desarrollo, la creación de un proyecto "Hola Mundo", el ciclo de vida de las actividades, el uso de recursos, la interacción con el usuario, menús, preferencias e intents. El objetivo final es proporcionar una guía básica pero completa para que los desarrolladores puedan crear sus primeras aplicaciones en la plataforma Android.
My way to clean android (EN) - Android day salamanca editionChristian Panadero
This document summarizes Christian Panadero's presentation on "My way to clean Android". It discusses clean architecture principles for Android applications, including separating components by abstraction level and dependency rules. It outlines the project structure with separate modules for presentation, domain, and data layers. It also provides examples of interactions between these layers using common design patterns like MVP, repositories, and dependency injection. The goal is to make implementations swappable and the codebase independent of frameworks and external factors for maximum testability and flexibility.
2D Graphics. Description of 2D graphic operations in Qt4. In this Chapter, you can learn how to handle the graphic scenes, views, and items in the Qt program.
The document discusses different algorithms for computer graphics rasterization. It covers line drawing algorithms like the straightforward approach, DDA, midpoint, and Bresenham's. It also discusses circle drawing using the parametric polar form equation and triangle rasterization which examines pixels using edge equations and colors them using barycentric coordinates.
The document discusses Intel's quad-core processors, which contain four processing cores on a single chip. This allows higher performance with lower power consumption compared to single-core chips. Quad-core processors are designed to improve performance for applications like workstations, servers, gaming, and datacenter virtualization while reducing total cost of ownership. An example application described is a 3D mapping software that combines topographical and satellite data to model natural disasters, which would benefit from a multi-core platform.
The document provides an overview of computer graphics, including:
2D graphics such as raster graphics using pixels and vector graphics using mathematical shapes. 3D graphics use three-dimensional geometric models stored in computers. Common techniques for 3D graphics are more similar to vector graphics. The document also discusses primary colors in additive and subtractive color models.
This document provides an overview of Android Views and ViewGroups. It discusses key concepts like attaching and detaching Views from windows, measuring and laying out Views, drawing Views, and debugging Views. The presenter then covers topics like View mechanisms, attaching and detaching from windows, measuring, layout, drawing, and live debugging. Additional topics discussed include hardware acceleration, SurfaceViews, and regular meetups for technical sharing.
This document summarizes key aspects of Android threading. It discusses the main UI thread and worker threads, and how they interact using loops, message queues, and handlers. It then overviews common APIs for threading in Android like View.post(), Thread/Runnable, Executor/Runnable, Handler/HandlerThread, AsyncTask, and IntentService. It also touches on potential issues like race conditions and deadlocks. The document concludes with a discussion period for questions.
The document discusses 2D geometric transformations including translation, rotation, scaling, and shearing. It introduces representing transformations using 2x2 matrices and homogeneous coordinates using 3x3 matrices. Transformations can be combined by matrix multiplication, allowing multiple transformations to be applied sequentially in an efficient manner.
Takes the reader through the various components of windowing systems, and how to develop and benchmark various Graphics applications using OpenGL and other toolsets. Also includes a Cheatsheet that covers various terminologies used in the Graphics world.
This document provides an overview of multi-core processors, including their history, architecture, advantages, disadvantages, applications and future aspects. It discusses how multi-core processors work with multiple independent processor cores on a single chip to improve performance over single-core processors. Some key points covered include the introduction of dual-core chips by IBM, Intel and AMD in the early 2000s; comparisons of single-core, multi-core and other architectures; advantages like improved multi-tasking and security; and challenges for software to fully utilize multi-core capabilities.
Data binding is a process that establishes a connection between an application's UI and its business logic so that when data changes, it is reflected in the UI and vice versa. Android introduced data binding in 2015 to minimize glue code between layouts and logic. The key steps to using data binding are: 1) adding the data binding library, 2) applying binding to layouts, 3) creating data binding objects, and 4) doing the binding in activities/fragments. Data binding supports observable objects to automatically update views when data changes. It allows binding layout properties like visibility and text fields.
The document describes developing a mobile application to create notifications in Android. It discusses setting notification properties using NotificationCompat.Builder and includes code snippets to create an activity for displaying notifications. Key steps involve designing layouts for the main activity and notification view, then using NotificationCompat.Builder to set properties like icon, title, text and priority before displaying the notification. On clicking the notification, a new activity is launched to view notification details. The goal is to learn how to create and display notifications to provide timely updates even when the app is not running.
The document discusses building user interfaces for Android applications. It explains that Android uses XML layout files and Java code to create UIs either procedurally or declaratively. Key UI components include views, view groups, adapters, and complex components like maps. The document also covers graphics, multimedia, menus, and optimizing UIs for performance.
This document provides an overview of customizing and creating CAD drawings in AutoCAD. It discusses setting up the drawing page by choosing a scale and units. It also covers orthographic constraints, different coordinate input methods for drawing lines and circles, and modifying existing lines. Dimensioning, layering, printing, and other CAD functions are explained. Examples of modeling parts and assemblies as well as drawing sectional views of objects are provided.
This document provides an overview of designing user interfaces for Android apps. It discusses:
- Using layout qualifiers to provide resources for different screen densities and sizes, such as -mdpi or -large.
- Implementing qualifiers by placing resources like layouts and bitmaps in folders like res/layout-small and res/drawable-hdpi.
- A hack to use dimensions defined in dimens.xml to set view widths and heights flexibly across screen densities without needing multiple layout files.
- The benefits of using this approach are that it reduces the need to create multiple layout files, but it has downsides like not being as precise as unique layout files.
How to Become the MacGyver of Android Custom ViewsFernando Cejas
MacGyver is part Indiana Jones, part Sherlock Holmes.
He can turn a bicycle frame into a blowtorch, disarm a bomb with a hockey ticket, create a time machine with some duct tape and a paper clip or CREATE A CUSTOM VIEW IN ANDROID.
In this talk we will walk through the Android UI framework and learn how to push it to the next level by learning how views work and how to build custom ones that will let us create innovative a UIs.
The document discusses computer graphics and provides examples of its applications. It discusses graphics inbuilt functions such as arc(), initgraph(), closegraph(), and line(). It provides code snippets and explanations for these functions. It also lists algorithms for direct and Bresenham lines, circles, ellipses, and their code programs. Finally, it mentions static and dynamic applications of computer graphics.
This document discusses supporting multiple screens on Android. It covers challenges like resolution independence and density independence. Density can be managed through standard categories, though screens vary. The density-independent pixel (dp) is a virtual unit for design. Supporting multiple densities requires alternative graphic assets scaled at ratios like 3:4:6:8. Resources are provided for determining screen sizes, densities, and creating density-specific assets.
[Android] Introduction to Android ProgrammingNikmesoft Ltd
This document provides an introduction and overview of Android programming. It discusses what Android is, how it works, and its architecture. It also covers the Android SDK, Android Development Tools (ADT) plugin for Eclipse, and Android Native Development Kit (NDK). The document explains how to set up a development environment, start a new Android project, and run and debug apps. It provides details on project structure and outlines an example exercise to create login fields and buttons in an app.
The Android framework APIs provides a set 2D drawing APIs that allow you to render your own custom graphics onto a canvas or to modify existing Views to customize their look and feel. When drawing 2D graphics, you'll typically do so in one of two ways Draw your graphics or animations into a View object from your layout or Draw your graphics directly to a Canvas. In this unit we are going to explore about how to draw graphics directly into a canvas.
This document discusses various topics related to user interface design for Android applications. It covers generic UI development, Android users, different types of interfaces like graphical, voice-controlled and gesture-based. It also discusses layouts, intents, services, screen design elements and animation in Android. The key layout managers include frame, linear, relative and grid layouts. Intents are messages passed between application components, and there are implicit and explicit intent types. Animation can be added using property, view or drawable animation in Android.
Tech Talk about my traineeship in Aicas GmbH, which talks abouot an emulator for android apps.
You can find the project at: https://github.com/ammirate/android-wrapper
AutoCAD LT 2D CAD software is the perfect solution for designers and drafters who want an easy-to-use tool for creating drawings faster and with more precision. Cost-effective 2D CAD software for drafting, drawing and documentation. Cost-effective 2D CAD software for drafting, drawing and documentation.
The document provides information about Android Studio's UI Layout editor and UI controls. It discusses the key aspects of the layout editor, including the different layout types like constraint, linear, and relative layouts. It describes the palette, attributes panel, component tree, design and blueprint views, and XML editor. It also covers themes and styles, preview configuration, and how the layout editor allows creating visually appealing and responsive Android app layouts in an easy way.
The document discusses Android's windowing system architecture and components. It describes the main components as SurfaceManager, WindowManager, and ActivityManager. SurfaceManager is responsible for compositing surfaces. WindowManager creates and lays out surfaces on behalf of clients and dispatches input events. ActivityManager manages activity lifecycles and stacking. The document also covers handling gestures, animations, custom view architecture, using the hierarchy viewer tool, and event propagation in Android views.
This document discusses various topics related to developing Android applications such as establishing the development environment, understanding the Android architecture including activities, views and intents, persisting data using SQLite, packaging and deploying apps, integrating location services like GPS and maps, and connecting apps to social media. It provides information on key concepts needed to build functional Android apps.
This document provides an introduction to designing user interfaces for Android applications. It discusses key Android UI concepts like screen densities, density-independent pixels, launcher icons, and navigation patterns. It also recommends tools like Sketch and Fireworks for designing, and emphasizes writing objectives, wireframing, following design patterns, ensuring touch targets are large enough, and designing to solve user problems.
A look at the upcoming Processing for Android, a free, friendly code environment for rapidly "sketching" with media on the mobile platform. From Android Only, Stockholm, Sweden, September 29 2010.
This document summarizes an Android design workshop held by Britt Barak and Figure 8. The workshop covered topics like color, imagery, meaningful motion, and the Android design vision. Attendees learned about using color palettes and themes, different types of images like bitmaps and vectors, animation principles, and how to design intuitive and delightful experiences for Android users. The workshop provided practical tips and examples to help developers and designers create high-quality Android apps adhering to Material Design standards.
1. Overview
1.1 Header
2. Working with NSURLConnection
2.1 Preflighting a Connection Request
2.2 Connection URL Information
2.3 Loading Data Synchronously
2.4 Loading Data Asynchronously
2.5 Stopping a Connection
3. Working with RESTful Web Services
4. Working with JSON
4.1 What is JSON?
4.2 JSON’s basic types are:
4.3 NSJSONSerialization
5. Exercise 6
1. Overview
1.1 Document
1.2 Library
1.3 Lacap.app
2. Working with Files
2.1 Playing with Directory
3. Store user’s settings
4. Core Data
4.1 SQLite
4.2 Why Should You Use Core Data?
4.3 What Core Data Is Not
4.4 Managed Object Models
4.5 Deny
4.6 Nullify
4.7 Cascade
4.8 No Action
4.9 Many-to-Many Relationships
4.10 Cross-Store Relationships
4.11 Using Persistent Stores
4.12 Using Persistent Stores
4.13 Using Fetched Request
4.14 New/Delete a NSManagedObject
5. Exercise 5
5.1 NSFetchedResultsControllers
1. Overview
1.1 Requirements
1.2 Solutions
2. Working with UIView
2.1 Creating UIView
2.2 Load UIView from XIB
2.3 Important methods
3. UINavigationControllers
3.1 Overview
3.2 Create a UINavigationBar Button
3.3 Set the UINavigationBar title
3.4 Pushing and popping
4. UITabbarControllers
5. Exercise 3
[Android] Services and Broadcast ReceiversNikmesoft Ltd
Services allow applications to perform long-running operations in the background without providing a user interface. Broadcast receivers allow applications to register to receive intents for various system-wide or application events. When a broadcast is sent, all registered receivers are notified. Services run indefinitely until stopped, while broadcast receivers are temporary and only active while handling a broadcast. Both services and broadcast receivers allow applications to perform tasks outside of activities.
1. Overview
1.1 What is a web service?
1.2 What is a web service?(cont.)
2. Working with SOAP services
2.1 What is SOAP?
2.2 What is SOAP? (cont.)
2.3 Why is SOAP Needed?
2.4 SOAP Building Blocks
2.5 SOAP Building Blocks (cont.)
3. Working with XML
3.1 What is XML?
3.2 What is XML Parser?
3.3 The main types of parsers?
3.4 What is SAX parser?
3.5 What is SAX parser? (cont.)
3.6 What is DOM parser?
3.7 What is DOM parser? (cont.)
3.8 What is Pull parser?
3.9 What is Pull parser? (cont.)
4. Using KSoap2 Library
4.1 What is KSoap2?
4.2 Why is KSoap2 Needed?
5. Working with Restful web services
6. Working with JSON
6.1 What is JSON?
6.2 JSON’s basic types
The document discusses background threads in Android. It covers:
1. The main thread in Android is the UI thread, and long operations can block it and cause app unresponsiveness.
2. There are two rules for threading in Android - do not block the UI thread, and do not access UI from background threads.
3. Handlers and AsyncTask can be used to offload work to background threads and update the UI safely.
This document discusses different methods for data storage in Android applications, including:
1. Accessing files from the raw resource folder or external storage for static files.
2. Using shared preferences to store key-value pairs for default values or UI state.
3. Accessing a local SQLite database with a helper DAO class to perform CRUD operations like inserting, selecting, updating, and deleting rows of data.
The exercises provide examples of updating a sample project to load and store contact data using these different storage methods.
1. Understanding Intents
1.1 Notes
1.2 Available Intents in Android
1.3 Using Extra Information
1.4 Using Extra Information (cont.)
1.5 Using Components to Directly Invoke an Activity
1.6 Using Components to Directly Invoke an Activity (cont.)
2. Activity
2.1 Activity Lifecycle
2.2 Launching Activities and Sub-Activities(cont.)
3. Exercise 6
1. Understanding Android Events
2. Event Listeners and Callback Methods
2.1 onClick()
2.2 onLongClick()
2.3 onFocusChange()
2.4 onKey()
2.5 onTouch()
2.6 Using a separate Listener class
2.7 Using a Named Inner Class for Event Handling
2.8 Handling Events by Having Main Activity Implement Listener Interface
2.9 Handling Events by Specifying the Event Handler Method in main.xml
2.10 Handling Events by Specifying the Event Handler Method in main.xml(cont.)
3. Exercise 5
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
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We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
6. Android Programming
CustomView
Override onDraw()
The most important step in drawing a custom view is to override
the onDraw() method.
The parameter to onDraw() is a Canvas object that the view can
use to draw itself.
The Canvas class defines methods for drawing text, lines,
bitmaps, and many other graphics primitives. You can use these
methods in onDraw() to create your custom user interface (UI).
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7. Android Programming
CustomView
Create Drawing Objects
The android.graphics framework divides drawing into two areas:
• What to draw, handled by Canvas
• How to draw, handled by Paint.
For instance, Canvas provides a method to draw a line,
while Paint provides methods to define that line's color.
Canvas has a method to draw a rectangle, while Paint defines
whether to fill that rectangle with a color or leave it empty.
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8. Android Programming
CustomView
Create Drawing Objects
Simply put, Canvas defines shapes that you can draw on the
screen, while Paint defines the color, style, font, and so forth of
each shape you draw.
Creating objects ahead of time is an important optimization. Views
are redrawn very frequently, and many drawing objects require
expensive initialization. Creating drawing objects within
your onDraw() method significantly reduces performance and can
make your UI appear sluggish.
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9. Android Programming
CustomView
Handle Layout Events
In order to properly draw your custom view, you need to know
what size it is.
You should never make assumptions about the size of your view
on the screen.
App needs to handle different screen sizes, multiple screen
densities, and various aspect ratios in both portrait and landscape
mode.
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10. Android Programming
CustomView
Handle Layout Events
In order to properly draw your custom view, you need to know
what size it is.
You should never make assumptions about the size of your view
on the screen.
App needs to handle different screen sizes, multiple screen
densities, and various aspect ratios in both portrait and landscape
mode.
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11. Android Programming
CustomView
Handle Layout Events
Although View has many methods for handling measurement,
most of them do not need to be overridden. If your view doesn't
need special control over its size, you only need to override one
method: onSizeChanged().
onSizeChanged() is called when your view is first assigned a
size, and again if the size of your view changes for any reason.
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12. Android Programming
CustomView
Draw!
Once you have your object creation and measuring code defined,
you can implement onDraw().
Every view implements onDraw() differently, but there are some
common operations that most views share:
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13. Android Programming
CustomView
Draw!
Draw text using drawText(). Specify the typeface by
calling setTypeface(), and the text color by calling setColor().
Draw primitive shapes using drawRect(), drawOval(),
and drawArc(). Change whether the shapes are filled, outlined, or
both by calling setStyle().
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14. Android Programming
2D Graphics
Draw!
Draw more complex shapes using the Path class. Define a shape
by adding lines and curves to a Path object, then draw the shape
using drawPath(). Just as with primitive shapes, paths can be
outlined, filled, or both, depending on the setStyle().
Define gradient fills by creating LinearGradient objects.
Call setShader() to use your LinearGradient on filled shapes.
Draw bitmaps using drawBitmap().
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17. Android Programming
SurfaceView
Difference between SurfaceView and View?
Views are all drawn on the same GUI thread which is also used
for all user interaction.
So if you need to update GUI rapidly or if the rendering takes too
much time and affects user experience then use SurfaceView.
The main difference is that SurfaceView can be drawn on by
background threads but Views can't.
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