Learn about Cross Platform Mobile Game Development with CoronaSDK from Corona Labs. I discuss some of the benefits I've found with Corona and why I chose this platform for our game development.
This document provides an overview of developing apps for Android and iPhone/iPad. It summarizes the key steps and frameworks for each platform.
For Android, it outlines downloading the SDK and Eclipse plugin, creating a new project, developing activities and layouts in XML, and using intents to transition between activities. It also provides examples using OpenGL ES, WebViews, and handling touch events.
For iPhone, it describes needing an Intel Mac, downloading Xcode and the SDK from Apple, and creating a new project. It explains using Interface Builder to design views and connect outlets and actions. It provides examples of using the MVC pattern for apps with models, views, and controllers, as well as examples using tables, navigation
This document discusses Justin Builder and his quest to build and extend Angular through CLI builders. It describes how CLI commands are transformed into architect targets and how builders are triggered with relevant configuration. It encourages exploring existing CLI builder examples and sharing new builders with the community.
Next.js offers an opinionated approach to building React applications with server-side rendering handled automatically. It promotes an atomic design structure where the smallest reusable components are defined as atoms and molecules, with organisms bringing components together, and pages composed of organisms. Setting up a Next.js app is simple using create-next-app, and it supports features like static exporting, dynamic imports, and easy asynchronous data fetching through getInitialProps.
Slides from my talk at Mobilization 2014 conference in Łódź, Poland.
Brief introduction to new tool by jimu Labs, called Mirror. It allows quick preview of UI changes directly on devices.
Unleashing WebGL & WebAudio with babylon.jsdavrous
During this session, we will see how, thanks to babylon.js, we can easily create and use 3D content associated with sounds directly with JavaScript. We will also see how to interact with DCC tools like Blender or 3DS Max to work with 3D designer. With simplicity in mind we will be able to use complex topics like collisions, physics or even spatial sound with the minimal amount of code!
#jquk 2015
Julian Williams is a software engineer with experience developing games for PC, Mac, iOS, and Android platforms. He has skills in C, C++, C#, Lua, Python, PHP, and AngelScript for programming and OpenGL, DirectX, Marmalade, SFML, and SDL for APIs. His work experience includes developing features for mobile games at Machine Zone and coding gameplay systems, UI, and tools for Warner Interactive and Disney Interactive projects at Appy Entertainment. He also has experience with game engines like Unity3D and 3D modeling software. His goal is to contribute to memorable games through his coding abilities.
This document discusses how to create VR content for mobile VR platforms like Samsung GearVR without needing extensive programming experience. It outlines how to use 3D modeling tools to create and animate 3D scenes and export them to the X3D file format. X3D scenes can then be imported into Android Studio and deployed to GearVR. Basic interactivity can be added through JavaScript, and developers are encouraged to leverage existing VR frameworks to speed up development. The goal is to empower 3D artists, web developers, and others to become VR content creators.
This document provides an overview of developing apps for Android and iPhone/iPad. It summarizes the key steps and frameworks for each platform.
For Android, it outlines downloading the SDK and Eclipse plugin, creating a new project, developing activities and layouts in XML, and using intents to transition between activities. It also provides examples using OpenGL ES, WebViews, and handling touch events.
For iPhone, it describes needing an Intel Mac, downloading Xcode and the SDK from Apple, and creating a new project. It explains using Interface Builder to design views and connect outlets and actions. It provides examples of using the MVC pattern for apps with models, views, and controllers, as well as examples using tables, navigation
This document discusses Justin Builder and his quest to build and extend Angular through CLI builders. It describes how CLI commands are transformed into architect targets and how builders are triggered with relevant configuration. It encourages exploring existing CLI builder examples and sharing new builders with the community.
Next.js offers an opinionated approach to building React applications with server-side rendering handled automatically. It promotes an atomic design structure where the smallest reusable components are defined as atoms and molecules, with organisms bringing components together, and pages composed of organisms. Setting up a Next.js app is simple using create-next-app, and it supports features like static exporting, dynamic imports, and easy asynchronous data fetching through getInitialProps.
Slides from my talk at Mobilization 2014 conference in Łódź, Poland.
Brief introduction to new tool by jimu Labs, called Mirror. It allows quick preview of UI changes directly on devices.
Unleashing WebGL & WebAudio with babylon.jsdavrous
During this session, we will see how, thanks to babylon.js, we can easily create and use 3D content associated with sounds directly with JavaScript. We will also see how to interact with DCC tools like Blender or 3DS Max to work with 3D designer. With simplicity in mind we will be able to use complex topics like collisions, physics or even spatial sound with the minimal amount of code!
#jquk 2015
Julian Williams is a software engineer with experience developing games for PC, Mac, iOS, and Android platforms. He has skills in C, C++, C#, Lua, Python, PHP, and AngelScript for programming and OpenGL, DirectX, Marmalade, SFML, and SDL for APIs. His work experience includes developing features for mobile games at Machine Zone and coding gameplay systems, UI, and tools for Warner Interactive and Disney Interactive projects at Appy Entertainment. He also has experience with game engines like Unity3D and 3D modeling software. His goal is to contribute to memorable games through his coding abilities.
This document discusses how to create VR content for mobile VR platforms like Samsung GearVR without needing extensive programming experience. It outlines how to use 3D modeling tools to create and animate 3D scenes and export them to the X3D file format. X3D scenes can then be imported into Android Studio and deployed to GearVR. Basic interactivity can be added through JavaScript, and developers are encouraged to leverage existing VR frameworks to speed up development. The goal is to empower 3D artists, web developers, and others to become VR content creators.
Rapid Game Development with RUby and Gosu – Ruby Manor 4benko
This document introduces rapid game development using the Ruby programming language and the Gosu game library. It discusses how games don't necessarily need to be coded in C++ and can be developed faster in other languages like Ruby to enable quicker prototyping. It provides an overview of the small and simple Gosu API, demonstrates basic game programming concepts like loading images, handling input, and using delta time for smooth animation. Finally, it outlines several common game development techniques that can be implemented in Ruby like tilemaps, finite state machines, pathfinding, and integrating a physics engine.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
ngGoBuilder and collaborative development between San Francisco and Tokyonotolab
This document discusses ngGoBuilder, a game engine and set of tools for developing games using ngCore. It describes ngGoBuilder 1.x features like scrolling layers and particle effects. It then discusses plans for ngGoBuilder 2.0 which will focus on a better user experience and include ngCore, debugging tools, and sample games. Future roadmaps include improved animation support and integration with the ngServer platform. The document also covers collaboration between the San Francisco and Tokyo teams working on the project.
This document summarizes the development of a VR game called "Back to Space" by an ICT consultant. It was created using A-Frame and Three.js for web-based VR. The developer explored different platforms for testing the game in VR, including Chrome extensions, mobile phones with Daydream, and borrowed VR headsets. The game started as a basic concept with cubes but evolved to include shaders, world generation, and different components. It was released on Construct Arcade and may be released on other platforms in the future after additional polish.
Team NullPointException presented a remote soccer web game project using QR codes for peer-to-peer control. The game allows two players to scan each other's QR codes using their smartphones to remotely control avatars on a shared field in real-time. The system uses HTML5, jQuery, KineticJS and Socket.io for the client and server architecture. The team's open source QR code library allows other developers to easily add similar real-time QR controlled capabilities to their own websites.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
PhoneGap allows developers to build native mobile apps using web technologies like HTML, CSS, and JavaScript. It works by wrapping web content in a native container on each mobile platform, allowing developers to write code once and deploy it across iOS, Android, BlackBerry, and other platforms. PhoneGap uses a plugin architecture that enables accessing native device APIs like the camera, contacts, and geolocation from JavaScript. It supports many mobile browsers and platforms, while providing tools for compiling, debugging, and deploying apps.
Andranik Karapetyan is a game developer experienced in Unity3D, Cocos2D, and other game engines and languages. He has developed several published iOS games both independently and as a lead programmer. His resume lists two independent projects, Dungeon Knights and Break A Wall, and highlights his role developing games for previous employers and as a freelancer, including Doodle Mouse Chase and The Space Renegade. He also has experience in iOS app development, having worked on the room booking app Robin.
This document provides an overview of using HTML5 Canvas for game development. It discusses how Canvas allows 2D drawing directly in the browser using JavaScript. Common Canvas methods like fillRect() and strokeRect() are used to draw shapes. Canvas is useful for games, animations, and data visualization. Optimization techniques like requestAnimationFrame can improve game performance. Popular JavaScript libraries that are useful for HTML5 games include Box2D for physics and SoundManager2 for audio. The document provides examples of simple games built with Canvas in a short time period, such as a 2-week Mario game project. It concludes with further resources for learning HTML5 and Canvas game development.
This document provides 14 lessons and hacks for building native and mobile web applications using JavaScript. It discusses issues like architecting for multiple platforms and environments, structuring the codebase, detecting the platform, improving performance of animations through CSS transitions, handling garbage collection of images and HTML, supporting touch events, adding sound, and leveraging tools like PhoneGap Build. The tips aim to help developers apply their web skills to build applications that run on both desktop and mobile devices using a single codebase.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
This document provides a summary of Chen-Han Tsai's work experience including team projects and personal projects. Some of the team projects include Monochrome (2015-2016) where Chen-Han worked on animation systems, UI, and gameplay in C++ and Unity. Personal projects include Rocky Ball (2015-present) which is a 2D game developed in Unreal Engine with UI, gameplay, and motion control for tablets.
The document discusses building low-cost virtual reality (VR) experiences using Google Cardboard. It provides an overview of VR fundamentals and history. It then explains how to build a Cardboard VR viewer and develop basic Cardboard VR applications using tools like Unity. Examples are given of panoramic and 3D VR scenes that can be created. Guidelines are also provided for adding interactivity and following Google's design specifications for Cardboard applications.
The document discusses using Flutter for cross-platform game development. It provides an agenda that introduces Flutter, discusses whether it is suitable for games, and lists other cross-platform options. It also gives an overview of Flutter's capabilities, introduces the Flame game engine built on Flutter, and provides examples and resources for building games with Flutter.
This talk presents the HTML5 game development framework Phaser which focuses on Desktop and Mobile, shows common tools to improve the development workflow and to wrap the game into apps for the various mobile stores.
Automating Your Way out of the Dark Ages: Our Experience with (And Without) P...Burin Asavesna
This is a talk sharing TripCase's (http://phonegap.com/app/tripcase/) experience with (and without) PhoneGap Build. We'll walk through our journey and discuss how it shaped expectations on how quickly we should be getting our code in the hands of fellow testers and stakeholders.
W3C HTML5 KIG-The complete guide to building html5 gamesChanghwan Yi
The document discusses building HTML5 games and provides resources on graphics libraries, physics engines, handling touch input, and gaming frameworks. It recommends libraries like EaselJS and frameworks like MelonJS and ImpactJS for HTML5 game development. Tutorials are presented on porting games to HTML5 using these tools as well as considerations for building games targeting multiple platforms like Windows 8.
The document summarizes Javier Canton's presentation at #DotNet2018 about developing a 3D graphics engine in C# for virtual reality and augmented reality. It provides an overview of Javier's background and experience developing 3D graphics. It also summarizes his demonstration of the Wave Engine, a C# graphics engine he developed that supports VR, AR and MR across platforms. The presentation covered various C# language features relevant for graphics development and performance optimization.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
The document introduces 3D printing and provides information about learning the process. It discusses Shawn and Steph Grimes who run workshops at the Digital Harbor Foundation center. They describe what 3D printing is, the basic process, potential applications, benefits and limitations. Examples of 3D printing uses in various fields like fashion, architecture, medicine and tools are shown. Different printer types, materials, software and where to access designs are outlined. Resources for learning more are provided at the end.
This document provides an introduction to getting started with Raspberry Pi. It outlines who the presenters are, information about the Digital Harbor Foundation tech center program, and several project ideas to get started with Raspberry Pi like a digital photo frame, gaming system, digital camera, PiPhone, digital jukebox, timelapse video, WiFi radio, and information display. It also provides information on initial setup steps like downloading files and installing Raspbian as well as recommended resources.
Rapid Game Development with RUby and Gosu – Ruby Manor 4benko
This document introduces rapid game development using the Ruby programming language and the Gosu game library. It discusses how games don't necessarily need to be coded in C++ and can be developed faster in other languages like Ruby to enable quicker prototyping. It provides an overview of the small and simple Gosu API, demonstrates basic game programming concepts like loading images, handling input, and using delta time for smooth animation. Finally, it outlines several common game development techniques that can be implemented in Ruby like tilemaps, finite state machines, pathfinding, and integrating a physics engine.
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
ngGoBuilder and collaborative development between San Francisco and Tokyonotolab
This document discusses ngGoBuilder, a game engine and set of tools for developing games using ngCore. It describes ngGoBuilder 1.x features like scrolling layers and particle effects. It then discusses plans for ngGoBuilder 2.0 which will focus on a better user experience and include ngCore, debugging tools, and sample games. Future roadmaps include improved animation support and integration with the ngServer platform. The document also covers collaboration between the San Francisco and Tokyo teams working on the project.
This document summarizes the development of a VR game called "Back to Space" by an ICT consultant. It was created using A-Frame and Three.js for web-based VR. The developer explored different platforms for testing the game in VR, including Chrome extensions, mobile phones with Daydream, and borrowed VR headsets. The game started as a basic concept with cubes but evolved to include shaders, world generation, and different components. It was released on Construct Arcade and may be released on other platforms in the future after additional polish.
Team NullPointException presented a remote soccer web game project using QR codes for peer-to-peer control. The game allows two players to scan each other's QR codes using their smartphones to remotely control avatars on a shared field in real-time. The system uses HTML5, jQuery, KineticJS and Socket.io for the client and server architecture. The team's open source QR code library allows other developers to easily add similar real-time QR controlled capabilities to their own websites.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
PhoneGap allows developers to build native mobile apps using web technologies like HTML, CSS, and JavaScript. It works by wrapping web content in a native container on each mobile platform, allowing developers to write code once and deploy it across iOS, Android, BlackBerry, and other platforms. PhoneGap uses a plugin architecture that enables accessing native device APIs like the camera, contacts, and geolocation from JavaScript. It supports many mobile browsers and platforms, while providing tools for compiling, debugging, and deploying apps.
Andranik Karapetyan is a game developer experienced in Unity3D, Cocos2D, and other game engines and languages. He has developed several published iOS games both independently and as a lead programmer. His resume lists two independent projects, Dungeon Knights and Break A Wall, and highlights his role developing games for previous employers and as a freelancer, including Doodle Mouse Chase and The Space Renegade. He also has experience in iOS app development, having worked on the room booking app Robin.
This document provides an overview of using HTML5 Canvas for game development. It discusses how Canvas allows 2D drawing directly in the browser using JavaScript. Common Canvas methods like fillRect() and strokeRect() are used to draw shapes. Canvas is useful for games, animations, and data visualization. Optimization techniques like requestAnimationFrame can improve game performance. Popular JavaScript libraries that are useful for HTML5 games include Box2D for physics and SoundManager2 for audio. The document provides examples of simple games built with Canvas in a short time period, such as a 2-week Mario game project. It concludes with further resources for learning HTML5 and Canvas game development.
This document provides 14 lessons and hacks for building native and mobile web applications using JavaScript. It discusses issues like architecting for multiple platforms and environments, structuring the codebase, detecting the platform, improving performance of animations through CSS transitions, handling garbage collection of images and HTML, supporting touch events, adding sound, and leveraging tools like PhoneGap Build. The tips aim to help developers apply their web skills to build applications that run on both desktop and mobile devices using a single codebase.
Road to Success (July 1st) - Mobile Game Development Alternatives - Andrew Bu...SanaChoudary
This is the presentation slide used during YetiZen's Road to Success event on Mobile Game Development Alternatives. Presented by Andrew Burgert, GM Mobile of Globant.
This document provides a summary of Chen-Han Tsai's work experience including team projects and personal projects. Some of the team projects include Monochrome (2015-2016) where Chen-Han worked on animation systems, UI, and gameplay in C++ and Unity. Personal projects include Rocky Ball (2015-present) which is a 2D game developed in Unreal Engine with UI, gameplay, and motion control for tablets.
The document discusses building low-cost virtual reality (VR) experiences using Google Cardboard. It provides an overview of VR fundamentals and history. It then explains how to build a Cardboard VR viewer and develop basic Cardboard VR applications using tools like Unity. Examples are given of panoramic and 3D VR scenes that can be created. Guidelines are also provided for adding interactivity and following Google's design specifications for Cardboard applications.
The document discusses using Flutter for cross-platform game development. It provides an agenda that introduces Flutter, discusses whether it is suitable for games, and lists other cross-platform options. It also gives an overview of Flutter's capabilities, introduces the Flame game engine built on Flutter, and provides examples and resources for building games with Flutter.
This talk presents the HTML5 game development framework Phaser which focuses on Desktop and Mobile, shows common tools to improve the development workflow and to wrap the game into apps for the various mobile stores.
Automating Your Way out of the Dark Ages: Our Experience with (And Without) P...Burin Asavesna
This is a talk sharing TripCase's (http://phonegap.com/app/tripcase/) experience with (and without) PhoneGap Build. We'll walk through our journey and discuss how it shaped expectations on how quickly we should be getting our code in the hands of fellow testers and stakeholders.
W3C HTML5 KIG-The complete guide to building html5 gamesChanghwan Yi
The document discusses building HTML5 games and provides resources on graphics libraries, physics engines, handling touch input, and gaming frameworks. It recommends libraries like EaselJS and frameworks like MelonJS and ImpactJS for HTML5 game development. Tutorials are presented on porting games to HTML5 using these tools as well as considerations for building games targeting multiple platforms like Windows 8.
The document summarizes Javier Canton's presentation at #DotNet2018 about developing a 3D graphics engine in C# for virtual reality and augmented reality. It provides an overview of Javier's background and experience developing 3D graphics. It also summarizes his demonstration of the Wave Engine, a C# graphics engine he developed that supports VR, AR and MR across platforms. The presentation covered various C# language features relevant for graphics development and performance optimization.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
The document introduces 3D printing and provides information about learning the process. It discusses Shawn and Steph Grimes who run workshops at the Digital Harbor Foundation center. They describe what 3D printing is, the basic process, potential applications, benefits and limitations. Examples of 3D printing uses in various fields like fashion, architecture, medicine and tools are shown. Different printer types, materials, software and where to access designs are outlined. Resources for learning more are provided at the end.
This document provides an introduction to getting started with Raspberry Pi. It outlines who the presenters are, information about the Digital Harbor Foundation tech center program, and several project ideas to get started with Raspberry Pi like a digital photo frame, gaming system, digital camera, PiPhone, digital jukebox, timelapse video, WiFi radio, and information display. It also provides information on initial setup steps like downloading files and installing Raspbian as well as recommended resources.
This talk was first presented at the Maryland Society for Educational Technology 2014 Common Ground conference. It is meant as an introductory talk about 3D printing and how to get started designing for 3D printing and printing even if you don't have a 3D printer.
We discuss:
* What exactly is 3D printing
* What can it do
* What it can't do
* The uses of 3D printing in fashion, architecture, food, medical devices, and tools
* Real world projects using 3D printing and everyday people
* How 3D printing can be used in the classroom
* Different types of 3D printers
* Different types of 3D printing materials
* Different software solutions for creating 3D designs
* Some 3D printing resources
Youth Opportunities w/ Mobile Game DevelopmentShawn Grimes
This talk is about how mobile app development disrupted the experience requirement for software developers and opened the doors for many successful youth developers who could learn the ropes quickly and become successful.
In addition, I give resources for how youth can get started today learning to develop mobile games for themselves.
Setting out to sea getting students on course for their careersShawn Grimes
Choosing a career path can be overwhelming when you are a high school student. However, it is important for students to begin thinking about and taking action toward their desired careers during this time. Our talk at SxSWedu shared some tips for all of us to prepare students for careers.
This document provides an overview of considerations for developing mobile apps. It discusses the popularity of mobile apps compared to mobile web browsing. It then covers the two main mobile platforms - iOS and Android, including development tools, stores, and OS market share for each. Cross-platform development options are also introduced. The document discusses monetization strategies like paid apps, freemium, and ads. It provides examples of successful monetization and average app prices. Overall tips are given around starting with your first app idea and consistency in app development.
The document discusses beta testing an iOS app. It covers setting up testers with Ad Hoc provisioning profiles, building an Ad Hoc release in Xcode, and distributing the release via email or the Hockey app. Testers need their device's UDID added to the developer portal and provisioning profile. The Hockey app allows installing betas directly on devices and checking for updates. Communicating with testers for bug reports and feedback is also important.
Session 1 - Intro to Robotic Process Automation.pdfUiPathCommunity
👉 Check out our full 'Africa Series - Automation Student Developers (EN)' page to register for the full program:
https://bit.ly/Automation_Student_Kickstart
In this session, we shall introduce you to the world of automation, the UiPath Platform, and guide you on how to install and setup UiPath Studio on your Windows PC.
📕 Detailed agenda:
What is RPA? Benefits of RPA?
RPA Applications
The UiPath End-to-End Automation Platform
UiPath Studio CE Installation and Setup
💻 Extra training through UiPath Academy:
Introduction to Automation
UiPath Business Automation Platform
Explore automation development with UiPath Studio
👉 Register here for our upcoming Session 2 on June 20: Introduction to UiPath Studio Fundamentals: https://community.uipath.com/events/details/uipath-lagos-presents-session-2-introduction-to-uipath-studio-fundamentals/
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
Visit: https://www.mydbops.com/
Follow us on LinkedIn: https://in.linkedin.com/company/mydbops
For more details and updates, please follow up the below links.
Meetup Page : https://www.meetup.com/mydbops-databa...
Twitter: https://twitter.com/mydbopsofficial
Blogs: https://www.mydbops.com/blog/
Facebook(Meta): https://www.facebook.com/mydbops/
inQuba Webinar Mastering Customer Journey Management with Dr Graham HillLizaNolte
HERE IS YOUR WEBINAR CONTENT! 'Mastering Customer Journey Management with Dr. Graham Hill'. We hope you find the webinar recording both insightful and enjoyable.
In this webinar, we explored essential aspects of Customer Journey Management and personalization. Here’s a summary of the key insights and topics discussed:
Key Takeaways:
Understanding the Customer Journey: Dr. Hill emphasized the importance of mapping and understanding the complete customer journey to identify touchpoints and opportunities for improvement.
Personalization Strategies: We discussed how to leverage data and insights to create personalized experiences that resonate with customers.
Technology Integration: Insights were shared on how inQuba’s advanced technology can streamline customer interactions and drive operational efficiency.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer
High performance Serverless Java on AWS- GoTo Amsterdam 2024Vadym Kazulkin
Java is for many years one of the most popular programming languages, but it used to have hard times in the Serverless community. Java is known for its high cold start times and high memory footprint, comparing to other programming languages like Node.js and Python. In this talk I'll look at the general best practices and techniques we can use to decrease memory consumption, cold start times for Java Serverless development on AWS including GraalVM (Native Image) and AWS own offering SnapStart based on Firecracker microVM snapshot and restore and CRaC (Coordinated Restore at Checkpoint) runtime hooks. I'll also provide a lot of benchmarking on Lambda functions trying out various deployment package sizes, Lambda memory settings, Java compilation options and HTTP (a)synchronous clients and measure their impact on cold and warm start times.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
8. #XGameDev
My Requirements
Primary Secondary
• Bring my iOS Cocos2D • Physics engine
games to Nook
• Database support
• Easy to learn • Kindle Fire
• Inexpensive, • Active Project/New
free=better Features
• Fast!
9. #XGameDev
What I Looked At:
• Cocos2d-android
• http://code.google.com/p/cocos2d-android/
• Last update: May 2010
• Cocos2d-android-1
• http://code.google.com/p/cocos2d-android-1/
• Last update: GitHub says 2 months ago
• Unity 3D
• http://unity3d.com/
• Too costly at the time, they now have some more
competitive pricing
• My games are only 2D, this seemed like using a jack
hammer to hammer a nail
10. #XGameDev
What I Didn’t Look
At
• GameSalad
• http://gamesalad.com/
• Creates HTML5
• Looked promising (now has Win version)
• Moai
• http://getmoai.com
• open-souce/attribution
• paid option too
11. #XGameDev
Why Corona?
•Worked on Nook, Kindle Fire (and
other Android devices)
•Price: Free to try, $350/year for iOS
and Android
•Very simple to learn (currently
teaching to high school students)
•Compiles to native OpenGL ES, so very
fast!
12. #XGameDev
Why Corona? -
Part 2
• Box2D Physics Engine
• SQLite Databases
• GameCenter and OpenFeint integration
• SpriteSheet support
• Facebook Integration
• Basic Flurry Analytics Integration
• Very active development, almost daily builds
• In-App Purchase support
• Documented APIs
13. #XGameDev
Why Corona? -
Part 3
•Develop once, deploy to iOS and Android
•Content Scaling
•Instant Refresh on Simulator
•Particle System
•Glyph Fonts
•Supports tools such as TexturePacker,
PhysicsEditor, SpriteHelper,
LevelHelper, Glyph Designer
14. #XGameDev
Corona Cons
•A good Lua editor is hard to find
•Mac
•Corona Complete
•BBEdit
•PC
•Notepad++
•Cider - http://www.mydevelopersgames.com/CIDER/
15. #XGameDev
Corona Cons
•Win version is limited/behind
•Native iOS components can not be
displayed in simulator
•can find 3rd party widgets that
emulate native components
•Can not build/distribute for iOS
•http://www.macincloud.com/
16. #XGameDev
Code Sample
--Create blue background
local backgroundSky=display.newRect(0,0,display.contentWidth,display.contentHeight)
backgroundSky:setFillColor(98,183,214)
-- Add a cloud to the scene
local randomCloudObject=display.newImage("bg_cloud3.png")
randomCloudObject.x=display.contentWidth/2
randomCloudObject.y=display.contentHeight/2
--Add our hero
local heroAngel=display.newImage("char_jump_1.png")
heroAngel.x=heroAngel.contentWidth
heroAngel.y=display.contentHeight/2