The document discusses the hardware specifications and development tools available for developing games and applications for the iPhone. It covers the CPU, memory, graphics hardware, development tools like Xcode, programming languages including Objective C and C/C++, and testing frameworks. It also provides details on OpenGL ES for graphics and the available extensions.
The document discusses the hardware specifications, development tools, and programming languages used for developing games and applications for the iPhone. It describes the iPhone's 32-bit ARM CPU, 128MB of RAM, PowerVR graphics processor, and additional features like the multi-touch screen. The primary development tools are Xcode and familiar C/C++ tools, with most code written in Objective-C. Unit testing can be done with C/C++ frameworks or Objective-C frameworks like OCUnit. Continuous integration with build servers is also recommended.
The document provides an overview of iPhone development, including development tools like Xcode and Interface Builder, distribution through the Apple Developer portal and iTunes Connect, development practices like version control and testing, and common challenges like differences between the simulator and devices. It summarizes the speaker's background and company, and recommends resources for iPhone developers.
The document discusses internationalization and localization in Ruby on Rails. It describes setting the default locale to Japanese, detecting the locale from the browser language, and supporting multiple locales like English and Japanese across views and translations. It also mentions iPhone development and the open source testing framework TankEngine.
Getting Started with (Distributed) Version ControlJohn Paulett
This document provides an introduction to distributed version control systems and Mercurial. It discusses how distributed version control allows for offline work and encourages forking projects. It also provides examples of using basic Mercurial commands like clone, add, commit, push, pull, merge, blame and log. The document recommends hosting projects on services like BitBucket and outlines Mercurial's workflow and useful commands.
The document provides an overview of SQLitePersistentObjects (SQLPO), an object-relational mapping (ORM) tool for SQLite databases on iPhone. It discusses how to define persistent objects that map to database tables, and perform common CRUD operations like saving, finding, and deleting objects. SQLPO handles mapping data types to columns and storing relationships and collections. It also supports custom queries, indices, and other features to improve performance and flexibility.
Plone in the Cloud - an on-demand CMS hosted on Amazon EC2Jazkarta, Inc.
The rise of utility computing platforms such as Amazon EC2 has made it more feasible to build turnkey hosted solutions on top of open source software. Learn how we built PondCMS, a turnkey CMS deployed to Amazon's EC2. This presentation discusses the advantages of hosting Plone sites in the elastic computing cloud and some of the challenges we faced. Watch the video from this talk at http://pycon.blip.tv/file/1949202/
The document discusses unit testing and the Visual T# tool. It provides an overview of Pretty Objects and its mission to help OO developers since 1993 through training, consultation, and development tools. It then discusses the history and development of Visual T#, which was created in 2005 to simplify writing unit tests, especially when using mocks. As of 2009, Visual T# has grown to over 22,000 tests and provides a T# programming language and integration with Visual Studio.
The document discusses the hardware specifications, development tools, and programming languages used for developing games and applications for the iPhone. It describes the iPhone's 32-bit ARM CPU, 128MB of RAM, PowerVR graphics processor, and additional features like the multi-touch screen. The primary development tools are Xcode and familiar C/C++ tools, with most code written in Objective-C. Unit testing can be done with C/C++ frameworks or Objective-C frameworks like OCUnit. Continuous integration with build servers is also recommended.
The document provides an overview of iPhone development, including development tools like Xcode and Interface Builder, distribution through the Apple Developer portal and iTunes Connect, development practices like version control and testing, and common challenges like differences between the simulator and devices. It summarizes the speaker's background and company, and recommends resources for iPhone developers.
The document discusses internationalization and localization in Ruby on Rails. It describes setting the default locale to Japanese, detecting the locale from the browser language, and supporting multiple locales like English and Japanese across views and translations. It also mentions iPhone development and the open source testing framework TankEngine.
Getting Started with (Distributed) Version ControlJohn Paulett
This document provides an introduction to distributed version control systems and Mercurial. It discusses how distributed version control allows for offline work and encourages forking projects. It also provides examples of using basic Mercurial commands like clone, add, commit, push, pull, merge, blame and log. The document recommends hosting projects on services like BitBucket and outlines Mercurial's workflow and useful commands.
The document provides an overview of SQLitePersistentObjects (SQLPO), an object-relational mapping (ORM) tool for SQLite databases on iPhone. It discusses how to define persistent objects that map to database tables, and perform common CRUD operations like saving, finding, and deleting objects. SQLPO handles mapping data types to columns and storing relationships and collections. It also supports custom queries, indices, and other features to improve performance and flexibility.
Plone in the Cloud - an on-demand CMS hosted on Amazon EC2Jazkarta, Inc.
The rise of utility computing platforms such as Amazon EC2 has made it more feasible to build turnkey hosted solutions on top of open source software. Learn how we built PondCMS, a turnkey CMS deployed to Amazon's EC2. This presentation discusses the advantages of hosting Plone sites in the elastic computing cloud and some of the challenges we faced. Watch the video from this talk at http://pycon.blip.tv/file/1949202/
The document discusses unit testing and the Visual T# tool. It provides an overview of Pretty Objects and its mission to help OO developers since 1993 through training, consultation, and development tools. It then discusses the history and development of Visual T#, which was created in 2005 to simplify writing unit tests, especially when using mocks. As of 2009, Visual T# has grown to over 22,000 tests and provides a T# programming language and integration with Visual Studio.
The document discusses the process of creating an iPhone game, focusing on the importance of the pre-production stage. It describes Owen Goss and his studio's experience developing Dapple, highlighting lessons learned around rapid prototyping, getting early feedback, and hiring contractors when needed to supplement skills. The production stage involved building the game as planned, with challenges around the developer application process and switching engines.
IT Depends: Custom vs Packaged Software★ Selcuk Atli
Today’s CIO faces more and more alternatives to solving particular IT problems. One of these alternatives is to choose between readily available package software or to go for custom software to fullfill a set of business needs. There are fundemental differences and a trade off between custom and packaged software but alternatives that could be referred to as the grey area between the two are also available. The final choice depends on the context of the business need and the resources available.
The document is a presentation about comparing ActionScript 3 to Java from the perspective of a Java developer transitioning to Flex/ActionScript. The presentation covers the key differences between the languages, development environments for each, design patterns, and miscellaneous topics. It also provides biographical information about the presenter.
JSUG - ActionScript 3 vs Java by Christoph PicklChristoph Pickl
The document is a presentation about comparing ActionScript 3 to Java from the perspective of a Java developer transitioning to Flex/ActionScript. The presentation covers the key differences between the languages, development environments for each, design patterns, and miscellaneous topics. It also provides biographical information about the presenter.
This document discusses Django testing. It begins with an introduction and overview of testing in Django. It then discusses various testing tools and frameworks in Django like unittest, doctests, the test client, and mock objects. It provides examples of different types of tests like unit tests, functional tests, and browser tests. It also discusses test organization, fixtures, coverage, and goals for improving Django testing. The document aims to convince readers of the importance of testing and provide guidance on how to start and approach testing in Django projects.
This document provides an overview of managing memory usage in iPhone applications. It discusses the differences in memory between the iPhone and other platforms, the iPhone memory management model using reference counting, tools for analyzing memory problems, and techniques for optimizing memory usage such as reducing memory footprint, eliminating leaks, and using autorelease pools. The document also includes code examples and a demo of monitoring memory usage.
MACRUBY: WHAT'S THE BIG DEAL?
Last year, Apple released MacRuby, an open source Ruby implementation
written on top of the Objective-C runtime. Writing native MacOSX
applications in Ruby without having to pay the cost of using a bridge
is now a reality. This is an important milestone for Ruby, Apple and
the Ruby community.
Matt Aimonetti explains the implementation, show how to build
desktop applications with MacRuby & HotCocoa, and discuss why Ruby
developers should add this new tool to their utility belt. Matt also talks about the future of MacRuby.
The document discusses various techniques for scaling PostgreSQL databases, including implementation strategies like tuning, optimizing queries and schemas, adding hardware, caching, replication, and federation. It emphasizes getting the basics right, understanding needs and limits, and that most "really big" sites require custom solutions rather than relying entirely on out-of-the-box software. Replication is described as important to scaling reads by using a master and multiple slaves, while scaling writes is difficult.
Source Code Management and Version Control Systems are tools for helping you track your file based assets (typically source code). Traditional SCM systems are centralised (CVS, Subversion, Visual Source Safe), Distributed version control systems systems provide new capabilities, work-flows, are becoming mature and are gaining mind share in the open source community.
Git is one of those Distributed Version Control Systems. It was invented by the creator of Linux (Linus Torvalds) for protecting the Linux kernel source code and coordinating the activity of hundreds of developers. This talk discusses what Distributed Version Control is, the history of Git, basic version control features and some very uncommon and amazing capabilities of git. Time permitting it will include live demonstration of the tools.
The document provides an overview of Plone testing tools and techniques presented by Jordan Baker at the Plone Conference 2009 in Budapest. It discusses the goals of testing code for robustness and quality, and provides examples of unit, integration, and functional testing using tools like unittest and PloneTestCase. Key aspects covered include writing tests first, following the testing pyramid approach, and using tools like Roadrunner to speed up integration tests.
Realtime 3D on the web - a toy or a useful tool?Jens Brynildsen
Slides from my presentation at the FlashForum Konference 2009 in Cologne. 3D on the web has nnever become a success and in my session, I highlighted some possible reasons as well as why Flash changes this. I also tried to draw up some rules for what constitutes "good use of 3D on the web". The slides don't give away all I said, but you'll get the idea.
Ravensbourne College is a small higher education institution specializing in design and communication. The document discusses trends in technology in education, including increased use of social software, cloud applications, mobile devices, and struggles with virtual learning environments. It also covers skills needed by IT professionals like network design, procurement, and digital literacy support. Challenges include managing applications as services, empowering innovation, and adapting Web 2.0 tools for education.
Developing Technology for Ratchet and Clank Future: Tools of DestructionSlide_N
The document discusses developing technology for the game Ratchet and Clank Future: Tools of Destruction on the PlayStation 3. It outlines how the programming team at Insomniac Games has optimized their code to take better advantage of the Cell processor in the PS3 by putting more work on the SPUs and improving data flow and organization. It provides examples of how they optimized the physics system to run more asynchronously on the SPUs with minimal PPU intervention. The document emphasizes understanding the Cell architecture rather than hiding it and the importance of experience in developing for it.
What are the problems with and best solutions to translating your web site or application into other languages? This presentation covers several approaches to this problem-based on PHP, focusing on utilizing the new intl extension as well as other open source tools.
Using Models To Ease The Start Up Of Automatedbredex
Using models early in the development process can help ease the difficulties of starting automated GUI testing. Models provide the right level of abstraction to design tests independently of the implementation. Tests can be designed from use case diagrams and activity diagrams to identify the structures and sequences in the application. This model-based test design approach provides benefits like a shared understanding between testers and developers, early detection of errors, and guidance on test modularization and automation.
This document discusses agile planning approaches. It begins with an overview of Artem Marchenko's background and defines what makes planning agile. It then covers starting assumptions for agile planning, including having a prioritized product backlog and known team velocity. The document discusses velocity-driven versus commitment-driven sprint planning and how to estimate velocity through historical data, forecasting, or a range. It concludes with recommendations for release planning on fixed-date or fixed-scope contracted projects, emphasizing the use of ranges to account for uncertainty.
The document discusses agile planning approaches. It describes velocity-driven and commitment-driven sprint planning. Commitment-driven planning involves discussing backlog items, decomposing them into tasks, estimating tasks, and committing to what can be completed within the sprint capacity. The document also discusses estimating velocity through historical data, forecasting it by estimating available hours, and expressing it as a range. Finally, it covers planning for contracted fixed-date and fixed-scope projects through determining achievable scope based on velocity ranges.
This document discusses the key aspects of Web 2.0, including that it allows everyone to create content, everything operates as a web application, content is shared freely, and discussions take place everywhere. It provides examples of websites like Irrepressible.info that empower online campaigning and TN2020.net that uses tools like Twitter, video, and mashups. The document recommends making yourself relevant by blogging and using social media, sharing content openly, inviting collaboration, and working iteratively with an open mindset.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
The document discusses the process of creating an iPhone game, focusing on the importance of the pre-production stage. It describes Owen Goss and his studio's experience developing Dapple, highlighting lessons learned around rapid prototyping, getting early feedback, and hiring contractors when needed to supplement skills. The production stage involved building the game as planned, with challenges around the developer application process and switching engines.
IT Depends: Custom vs Packaged Software★ Selcuk Atli
Today’s CIO faces more and more alternatives to solving particular IT problems. One of these alternatives is to choose between readily available package software or to go for custom software to fullfill a set of business needs. There are fundemental differences and a trade off between custom and packaged software but alternatives that could be referred to as the grey area between the two are also available. The final choice depends on the context of the business need and the resources available.
The document is a presentation about comparing ActionScript 3 to Java from the perspective of a Java developer transitioning to Flex/ActionScript. The presentation covers the key differences between the languages, development environments for each, design patterns, and miscellaneous topics. It also provides biographical information about the presenter.
JSUG - ActionScript 3 vs Java by Christoph PicklChristoph Pickl
The document is a presentation about comparing ActionScript 3 to Java from the perspective of a Java developer transitioning to Flex/ActionScript. The presentation covers the key differences between the languages, development environments for each, design patterns, and miscellaneous topics. It also provides biographical information about the presenter.
This document discusses Django testing. It begins with an introduction and overview of testing in Django. It then discusses various testing tools and frameworks in Django like unittest, doctests, the test client, and mock objects. It provides examples of different types of tests like unit tests, functional tests, and browser tests. It also discusses test organization, fixtures, coverage, and goals for improving Django testing. The document aims to convince readers of the importance of testing and provide guidance on how to start and approach testing in Django projects.
This document provides an overview of managing memory usage in iPhone applications. It discusses the differences in memory between the iPhone and other platforms, the iPhone memory management model using reference counting, tools for analyzing memory problems, and techniques for optimizing memory usage such as reducing memory footprint, eliminating leaks, and using autorelease pools. The document also includes code examples and a demo of monitoring memory usage.
MACRUBY: WHAT'S THE BIG DEAL?
Last year, Apple released MacRuby, an open source Ruby implementation
written on top of the Objective-C runtime. Writing native MacOSX
applications in Ruby without having to pay the cost of using a bridge
is now a reality. This is an important milestone for Ruby, Apple and
the Ruby community.
Matt Aimonetti explains the implementation, show how to build
desktop applications with MacRuby & HotCocoa, and discuss why Ruby
developers should add this new tool to their utility belt. Matt also talks about the future of MacRuby.
The document discusses various techniques for scaling PostgreSQL databases, including implementation strategies like tuning, optimizing queries and schemas, adding hardware, caching, replication, and federation. It emphasizes getting the basics right, understanding needs and limits, and that most "really big" sites require custom solutions rather than relying entirely on out-of-the-box software. Replication is described as important to scaling reads by using a master and multiple slaves, while scaling writes is difficult.
Source Code Management and Version Control Systems are tools for helping you track your file based assets (typically source code). Traditional SCM systems are centralised (CVS, Subversion, Visual Source Safe), Distributed version control systems systems provide new capabilities, work-flows, are becoming mature and are gaining mind share in the open source community.
Git is one of those Distributed Version Control Systems. It was invented by the creator of Linux (Linus Torvalds) for protecting the Linux kernel source code and coordinating the activity of hundreds of developers. This talk discusses what Distributed Version Control is, the history of Git, basic version control features and some very uncommon and amazing capabilities of git. Time permitting it will include live demonstration of the tools.
The document provides an overview of Plone testing tools and techniques presented by Jordan Baker at the Plone Conference 2009 in Budapest. It discusses the goals of testing code for robustness and quality, and provides examples of unit, integration, and functional testing using tools like unittest and PloneTestCase. Key aspects covered include writing tests first, following the testing pyramid approach, and using tools like Roadrunner to speed up integration tests.
Realtime 3D on the web - a toy or a useful tool?Jens Brynildsen
Slides from my presentation at the FlashForum Konference 2009 in Cologne. 3D on the web has nnever become a success and in my session, I highlighted some possible reasons as well as why Flash changes this. I also tried to draw up some rules for what constitutes "good use of 3D on the web". The slides don't give away all I said, but you'll get the idea.
Ravensbourne College is a small higher education institution specializing in design and communication. The document discusses trends in technology in education, including increased use of social software, cloud applications, mobile devices, and struggles with virtual learning environments. It also covers skills needed by IT professionals like network design, procurement, and digital literacy support. Challenges include managing applications as services, empowering innovation, and adapting Web 2.0 tools for education.
Developing Technology for Ratchet and Clank Future: Tools of DestructionSlide_N
The document discusses developing technology for the game Ratchet and Clank Future: Tools of Destruction on the PlayStation 3. It outlines how the programming team at Insomniac Games has optimized their code to take better advantage of the Cell processor in the PS3 by putting more work on the SPUs and improving data flow and organization. It provides examples of how they optimized the physics system to run more asynchronously on the SPUs with minimal PPU intervention. The document emphasizes understanding the Cell architecture rather than hiding it and the importance of experience in developing for it.
What are the problems with and best solutions to translating your web site or application into other languages? This presentation covers several approaches to this problem-based on PHP, focusing on utilizing the new intl extension as well as other open source tools.
Using Models To Ease The Start Up Of Automatedbredex
Using models early in the development process can help ease the difficulties of starting automated GUI testing. Models provide the right level of abstraction to design tests independently of the implementation. Tests can be designed from use case diagrams and activity diagrams to identify the structures and sequences in the application. This model-based test design approach provides benefits like a shared understanding between testers and developers, early detection of errors, and guidance on test modularization and automation.
This document discusses agile planning approaches. It begins with an overview of Artem Marchenko's background and defines what makes planning agile. It then covers starting assumptions for agile planning, including having a prioritized product backlog and known team velocity. The document discusses velocity-driven versus commitment-driven sprint planning and how to estimate velocity through historical data, forecasting, or a range. It concludes with recommendations for release planning on fixed-date or fixed-scope contracted projects, emphasizing the use of ranges to account for uncertainty.
The document discusses agile planning approaches. It describes velocity-driven and commitment-driven sprint planning. Commitment-driven planning involves discussing backlog items, decomposing them into tasks, estimating tasks, and committing to what can be completed within the sprint capacity. The document also discusses estimating velocity through historical data, forecasting it by estimating available hours, and expressing it as a range. Finally, it covers planning for contracted fixed-date and fixed-scope projects through determining achievable scope based on velocity ranges.
This document discusses the key aspects of Web 2.0, including that it allows everyone to create content, everything operates as a web application, content is shared freely, and discussions take place everywhere. It provides examples of websites like Irrepressible.info that empower online campaigning and TN2020.net that uses tools like Twitter, video, and mashups. The document recommends making yourself relevant by blogging and using social media, sharing content openly, inviting collaboration, and working iteratively with an open mindset.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
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.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
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:
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
21. Development Tools
• XCode. Great IDE
• Familiar tools: gcc, gdb
Tuesday, March 3, 2009
22. Development Tools
• XCode. Great IDE
• Familiar tools: gcc, gdb
• Great performance
and analysis tools:
Instruments
Tuesday, March 3, 2009
23. Programming Language
Most iPhone-related stuff in Objective C
Tuesday, March 3, 2009
24. Programming Language
Most iPhone-related stuff in Objective C
... but you can write all C and C++ you want!
Tuesday, March 3, 2009
25. Programming language
You can even write assembly if you want!
void MyFunction()
{
// do some stuff
int value = 57;
asm volatile (
quot;mov %0, %0, ror #1quot;
: quot;=rquot; (value)
: quot;0quot; (value)
);
}
Tuesday, March 3, 2009
27. Unit Testing
• Any C/C++ unit-testing framework
Tuesday, March 3, 2009
28. Unit Testing
• Any C/C++ unit-testing framework
• Biased towards UnitTest++ of course
(http://unittest-cpp.sourceforge.net/)
Tuesday, March 3, 2009
29. Unit Testing
• Any C/C++ unit-testing framework
• Biased towards UnitTest++ of course
(http://unittest-cpp.sourceforge.net/)
• How to get it to run as a postbuild step?
Tuesday, March 3, 2009
30. Unit Testing
• Any C/C++ unit-testing framework
• Biased towards UnitTest++ of course
(http://unittest-cpp.sourceforge.net/)
• How to get it to run as a postbuild step?
• Google toolbox for Mac (http://
code.google.com/p/google-toolbox-for-mac/
wiki/iPhoneUnitTesting)
Tuesday, March 3, 2009
36. Unit Testing
• Also frameworks for Objective C: OCUnit,
SenTestingKit
Tuesday, March 3, 2009
37. Unit Testing
• Also frameworks for Objective C: OCUnit,
SenTestingKit
• I haven’t used them yet
Tuesday, March 3, 2009
38. Unit Testing
• Also frameworks for Objective C: OCUnit,
SenTestingKit
• I haven’t used them yet
• Some people modified UnitTest++ to work
with Objective C
Tuesday, March 3, 2009
39. Unit Testing
• Also frameworks for Objective C: OCUnit,
SenTestingKit
• I haven’t used them yet
• Some people modified UnitTest++ to work
with Objective C
• Also mock frameworks: OCMock
Tuesday, March 3, 2009
41. Build Servers
• Continuous integration was a key practice
in large teams.
Tuesday, March 3, 2009
42. Build Servers
• Continuous integration was a key practice
in large teams.
• Even with a one or two-man team it was
extremely useful.
Tuesday, March 3, 2009
43. Build Servers
• Continuous integration was a key practice
in large teams.
• Even with a one or two-man team it was
extremely useful.
• CruiseControl or Hudson
Tuesday, March 3, 2009
50. Floating Point
• The main CPU has no
floating point support.
Tuesday, March 3, 2009
51. Floating Point
• The main CPU has no
floating point support.
• Compiled C/C++/OC code
uses the vector floating
point unit for any floating
point operations.
Tuesday, March 3, 2009
53. Thumb Mode
• CPU has a special thumb
mode.
Tuesday, March 3, 2009
54. Thumb Mode
• CPU has a special thumb
mode.
• Less memory, maybe better
performance.
Tuesday, March 3, 2009
55. Thumb Mode
• CPU has a special thumb
mode.
• Less memory, maybe better
performance.
• No floating point support.
Tuesday, March 3, 2009
56. Thumb Mode
• CPU has a special thumb
mode.
• Less memory, maybe better
performance.
• No floating point support.
• It’s on by default!
Tuesday, March 3, 2009
57. Thumb Mode
• CPU has a special thumb
mode.
• Less memory, maybe better
performance.
• No floating point support.
• It’s on by default!
• Potentially HUGE wins turning
it off.
Tuesday, March 3, 2009
58. Thumb Mode
• CPU has a special thumb
mode.
• Less memory, maybe better
performance.
• No floating point support.
• It’s on by default!
• Potentially HUGE wins turning
it off.
Tuesday, March 3, 2009
60. Floating Point
• The VFP stands for “vector”
Tuesday, March 3, 2009
61. Floating Point
• The VFP stands for “vector”
• Work on up to four 32-bit
floating point numbers at
once.
Tuesday, March 3, 2009
62. Floating Point
• The VFP stands for “vector”
• Work on up to four 32-bit
floating point numbers at
once.
• The compiler won’t help
you though.
Tuesday, March 3, 2009
63. Floating Point
• The VFP stands for “vector”
• Work on up to four 32-bit
floating point numbers at
once.
• The compiler won’t help
you though.
• See the vfpmath library in
Google Code
Tuesday, March 3, 2009
70. Graphics
• 320x480 resolution
Tuesday, March 3, 2009
71. Graphics
• 320x480 resolution
• OpenGL ES 1.1 API + a few
extensions
Tuesday, March 3, 2009
72. Graphics
• 320x480 resolution
• OpenGL ES 1.1 API + a few
extensions
• OpenGL great for 3D but also
2D games with need for
performance.
Tuesday, March 3, 2009
79. Graphics Hardware
• Triangles per second:
500K/sec (16K polys per
frame at 30fps)
Tuesday, March 3, 2009
80. Graphics Hardware
• Triangles per second:
500K/sec (16K polys per
frame at 30fps)
• Fill rate: 25 million pixel
per second (5.4 screen
redraws per frame at
30fps)
Tuesday, March 3, 2009
93. OpenGL And UIKit
• They mix, but not perfectly
Tuesday, March 3, 2009
94. OpenGL And UIKit
• They mix, but not perfectly
• UIKit on top of OpenGL can
cause performance issues
Tuesday, March 3, 2009
95. OpenGL And UIKit
• They mix, but not perfectly
• UIKit on top of OpenGL can
cause performance issues
• Can have OpenGL views in
a regular app
Tuesday, March 3, 2009
96. OpenGL And UIKit
• They mix, but not perfectly
• UIKit on top of OpenGL can
cause performance issues
• Can have OpenGL views in
a regular app
• Multiple OpenGL views
possible too.
Tuesday, March 3, 2009
97. OpenGL And UIKit
• They mix, but not perfectly
• UIKit on top of OpenGL can
cause performance issues
• Can have OpenGL views in
a regular app
• Multiple OpenGL views
possible too.
Tuesday, March 3, 2009
99. Audio
• Several APIs: OpenAL, Audio Sessions, or
AVAudioPlayer (2.2 SDK)
Tuesday, March 3, 2009
100. Audio
• Several APIs: OpenAL, Audio Sessions, or
AVAudioPlayer (2.2 SDK)
• Custom music is huge. Let people play their
tunes.
Tuesday, March 3, 2009
105. Why We iPhone
PSN
Flash PC Consoles Phones iPhone
XBLA
Short timeframes x ? x x
Small budgets x ? x x
Unified platform x x x x
Powerful hardware ? x x x
Great tools x x x x x
Large audience x x x x x
Easy payments x x x
Direct access to users x x x
Development access x x x
Tuesday, March 3, 2009
109. Asset Pipeline
• Huge deal in large teams
Tuesday, March 3, 2009
110. Asset Pipeline
• Huge deal in large teams
• Not as much of a big
deal for a single
developer (or small
team)
Tuesday, March 3, 2009
111. Asset Pipeline
• Huge deal in large teams
• Not as much of a big
deal for a single
developer (or small
team)
• Put whatever assets in
XCode and let it bundle
it with the rest of the
app.
Tuesday, March 3, 2009
113. Asset Pipeline
• If you have some dedicated artists, or
especially contractors, they need to run
XCode to see new content.
Tuesday, March 3, 2009
114. Asset Pipeline
• If you have some dedicated artists, or
especially contractors, they need to run
XCode to see new content.
• Set up a small web server locally (simple
python script) and have the app try to load
from there first.
Tuesday, March 3, 2009
116. Baking resources
• You want to bake
resources to their final
format for fast load times.
Tuesday, March 3, 2009
117. Baking resources
• You want to bake
resources to their final
format for fast load times.
• Textures: texturetool
Tuesday, March 3, 2009
118. Baking resources
• You want to bake
resources to their final
format for fast load times.
• Textures: texturetool
• Sound: afconvert
Tuesday, March 3, 2009
119. Baking resources
• You want to bake
resources to their final
format for fast load times.
• Textures: texturetool
• Sound: afconvert
• 3D models:You’re on your
own
Tuesday, March 3, 2009
121. Assets
• iPhone games have much smaller asset sizes
than current PC/console games.
Tuesday, March 3, 2009
122. Assets
• iPhone games have much smaller asset sizes
than current PC/console games.
• Most iPhone games are under 30MB. DVD-
based games fill up all 8GB.
Tuesday, March 3, 2009
123. Assets
• iPhone games have much smaller asset sizes
than current PC/console games.
• Most iPhone games are under 30MB. DVD-
based games fill up all 8GB.
• Source assets probably add up to
200-300MB. Makes asset management and
version control a lot simpler.
Tuesday, March 3, 2009
125. Data-Driven Games
• AAA games with huge teams
are almost fully data driven.
Tuesday, March 3, 2009
126. Data-Driven Games
• AAA games with huge teams
are almost fully data driven.
• HUGE amount of overhead in
terms of performance, work,
and complexity!
Tuesday, March 3, 2009
127. Data-Driven Games
• AAA games with huge teams
are almost fully data driven.
• HUGE amount of overhead in
terms of performance, work,
and complexity!
• Makes sense with 30
programmers and 150 content
creators.
Tuesday, March 3, 2009
130. Data-Driven Games
• With small iPhone games, not so much.
Tuesday, March 3, 2009
131. Data-Driven Games
• With small iPhone games, not so much.
• Fast build times, so changing data is easy.
Tuesday, March 3, 2009
132. Data-Driven Games
• With small iPhone games, not so much.
• Fast build times, so changing data is easy.
• Expose assets, simple variables, level layout.
Tuesday, March 3, 2009
136. More Than
Programming
• Programming is only part of
it.You wear many hats!
Tuesday, March 3, 2009
137. More Than
Programming
• Programming is only part of
it.You wear many hats!
• Designer, of course but also...
Tuesday, March 3, 2009
138. More Than
Programming
• Programming is only part of
it.You wear many hats!
• Designer, of course but also...
• Public relations, producer,
testing coordinator,
contractor manager, content
creator, web developer, video
editor, etc, etc.
Tuesday, March 3, 2009
140. Content Creation
• Most projects need multiple people for
content creation: UI elements, textures,
models, animations, audio.
Tuesday, March 3, 2009
141. Content Creation
• Most projects need multiple people for
content creation: UI elements, textures,
models, animations, audio.
• Contracting works well for some of the
content.
Tuesday, March 3, 2009
144. PR
• Creating a great app is half the
battle.
Tuesday, March 3, 2009
145. PR
• Creating a great app is half the
battle.
• PR is the other half.
Tuesday, March 3, 2009
146. PR
• Creating a great app is half the
battle.
• PR is the other half.
• Extremely time consuming and
hard to do effectively.
Tuesday, March 3, 2009
147. PR
• Creating a great app is half the
battle.
• PR is the other half.
• Extremely time consuming and
hard to do effectively.
• Build grass-roots support. Add viral
components to your app.
Tuesday, March 3, 2009
148. PR
• Creating a great app is half the
battle.
• PR is the other half.
• Extremely time consuming and
hard to do effectively.
• Build grass-roots support. Add viral
components to your app.
• Good reason to use a publisher.
Tuesday, March 3, 2009
167. Questions?
Slides will be available from my blog Games
from Within (http://gamesfromwithin.com)
Noel Llopis
noel@snappytouch.com
Snappy Touch
Tuesday, March 3, 2009
Editor's Notes
Show of hands:
- How many are making games on the iPhone now?
- How many have done games on other platforms before?
This is about Games -> iPhone for iPhone developers. I’ll be giving the opposite talk at GDC
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Different background than many people. Over 10 years in the games industry
Small companies, large companies
Lots of games and platforms. This is my second startup.
Team sizes over time
When I started, a team was 5-8 people. Towards the end 200+ people.
Two years ago I quit and started my own, two-person company to make downloadable console games.
Two years ago I quit and started my own, two-person company to make downloadable console games.
What am I doing now?
Game developers want to know hardware specs right away
Hardware specs seem great, but where are they?
Apple not very open
iPhone games so far are about content, not tech. Nice change!
iPhone games so far are about content, not tech. Nice change!
iPhone games so far are about content, not tech. Nice change!
iPhone games so far are about content, not tech. Nice change!
This is one of the keys of the success of games in the iPhone. Imagine if all you could do was to write web apps with Javascript!
This is one of the keys of the success of games in the iPhone. Imagine if all you could do was to write web apps with Javascript!
UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
UnitTest++ was designed with consoles and limited hardware in mind. Perfect fit for iPhone!
I have to admit I never got around to setting it up for my current project.
Too busy and not enough hardware. I regret not doing it though.
First thing in my next project.
I have to admit I never got around to setting it up for my current project.
Too busy and not enough hardware. I regret not doing it though.
First thing in my next project.
I have to admit I never got around to setting it up for my current project.
Too busy and not enough hardware. I regret not doing it though.
First thing in my next project.
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
I’m doing heavy fp math, so I went from 15 to 39fps!
That’s Dapple by the way. Great game! :-)
That’s Dapple by the way. Great game! :-)
That’s Dapple by the way. Great game! :-)
Takes a lot getting used to fixed-function pipeline again!
Takes a lot getting used to fixed-function pipeline again!
Takes a lot getting used to fixed-function pipeline again!
Takes a lot getting used to fixed-function pipeline again!
That’s from the glext.h header file
That’s from the glext.h header file
That’s from the glext.h header file
That’s from the glext.h header file
That’s from the glext.h header file
That’s an example of a UIKit button on top of an OpenGL app
That’s an example of a UIKit button on top of an OpenGL app
That’s an example of a UIKit button on top of an OpenGL app
That’s an example of a UIKit button on top of an OpenGL app
That’s an example of a UIKit button on top of an OpenGL app
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
It is, in fact, very close to a Dreamcast in power and hardware, but with more memory.
Small budgets is a good reason to stay self-funded and avoid publisher money
App Store!! Great access to customers (PC does not have a focal point for payment and ads, consoles have very restrictive approval process and far removed from final customer)
Explain what I mean by asset pipeline
Explain what I mean by asset pipeline
Explain what I mean by asset pipeline
I’m working with an artist and I would give him ad-hoc builds with new content. Very slow!
Now running XCode
I’m working with an artist and I would give him ad-hoc builds with new content. Very slow!
Now running XCode
This is a small piece of game logic using Unreal Kismet
This is something I learned the hard way in my last startup :-)
This is something I learned the hard way in my last startup :-)
This is something I learned the hard way in my last startup :-)
Flower Garden is a bit different because it’s mostly procedurally generated
Flower Garden is a bit different because it’s mostly procedurally generated
An issue tracking system is huge for managing contractors.
Trac is very useful and simple to install
Doubles as bug system
Getting noticed is getting harder and harder.
It’s only going to get worse
An improved App Store would help
Right now it’s a race to 99c. I don’t think that’s going to be that way in the future.
Tide is starting to turn with developers foregoing the chance of getting in the top 100
Pretty cool graphics, uh? They are from a game on the Dreamcast, which is on part with the iPhone.
Notice a difference?
Lots of room for improvement.
This has already happened with XBLA and PSN
This has already happened with XBLA and PSN
Here’s another parameter: Userbase is huge and continues to grow
So things may even out for indies
It probably means no more iShoot-like games in the top for a while. We’ll be able to make a living, but not hit it big.
Flash might be coming to the iPhone?
Does it mean that Flash-like quality games in the App Store are over?