Ropossum is a framework that lets you play the beloved Cut The Rope game as much as you want and the levels will keep coming. You can design your own levels, check your designed levels for playability at real time, ask it to complete your unfinished designs according to your own preferences, or even suggest endless playable design variations according to your initial level design.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
Everyone is looking for ways to increase their ROI and set themselves apart from their competitors. Head Rush Technologies has pinpointed key ways to improve your business through strategic engineering and planning.
This webinar presentation covers:
- The Future of the Challenge Course and Interactive Entertainment industry
- Adding value to existing or new-build facilities
- Risk management tactics and how accidents impact your bottom line
- How to improve your customer experience through thoughtful design, operations, and installations
- Creative ways to use familiar products
To view the video of our presentation, visit www.headrushtech.com/webinars
Done by Doha_Engineers_7 from Doha School for Boys
Composites are materials made from two or more constituent materials with significantly different physical or chemical properties, that when combined, produce a material with characteristics different from the individual components.
The Safety inflatable suit is an emergency crash suit concept for motorcyclists, inflating in less than a second after a collision.
The Safety Sphere concept suit is made up of two layers: a tough outer layer made of a thin, parachute-like fabric and an inner thin elastic layer. The Safety airbag suit takes the form of special bike suit that will automatically inflates into a sphere and enveloping the rider immediately once rider is detected to be flying off the bike in a crash.
This document discusses the process of rendering views and pixels on the screen from a high level object to pixels. It covers the key steps of measure, layout, and draw and explains important concepts like double buffering, vsync, and avoiding overdraw. Key topics include how the GPU helps with rasterization, using viewtreeobserver for size changes, different root view types, and using constraint layout for a more optimized layout. It emphasizes best practices like minimizing unnecessary layout requests and using tools like hierarchy viewer and GPU profiling.
The first of a 3 part series given in 2014 on the basics of user interface design, this session focuses on usability principles and techniques, and on the optimization of front-end assets for performance.
Israel Mobile Summit 2012 - Going above and beyond the standards how to engag...Almog Koren
The document discusses engaging players through the Scoreoid server platform. It recommends engaging players through notifications, messages, and rewards to build loyalty and brand recognition. Analysis shows the importance of retention, with most players stopping engagement within the first 2 weeks. The presentation provides examples of cross-promotion between games and concludes by emphasizing engagement for increased sales and retention.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
Yuandong Tian at AI Frontiers : Planning in Reinforcement LearningAI Frontiers
Deep Reinforcement Learning (DRL) has made strong progress in many tasks, such as board games, robotics, navigation, neural architecture search, etc. I will present our recent open-sourced DRL frameworks to facilitate game research and development. Our framework is scalable so we can can reproduce AlphaGoZero and AlphaZero using 2000 GPUs, achieving super-human performance of Go AI that beats 4 top-30 professional players. We also show usability of our platform by training agents in real-time strategy games, and show interesting behaviors with a small amount of resource.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
Everyone is looking for ways to increase their ROI and set themselves apart from their competitors. Head Rush Technologies has pinpointed key ways to improve your business through strategic engineering and planning.
This webinar presentation covers:
- The Future of the Challenge Course and Interactive Entertainment industry
- Adding value to existing or new-build facilities
- Risk management tactics and how accidents impact your bottom line
- How to improve your customer experience through thoughtful design, operations, and installations
- Creative ways to use familiar products
To view the video of our presentation, visit www.headrushtech.com/webinars
Done by Doha_Engineers_7 from Doha School for Boys
Composites are materials made from two or more constituent materials with significantly different physical or chemical properties, that when combined, produce a material with characteristics different from the individual components.
The Safety inflatable suit is an emergency crash suit concept for motorcyclists, inflating in less than a second after a collision.
The Safety Sphere concept suit is made up of two layers: a tough outer layer made of a thin, parachute-like fabric and an inner thin elastic layer. The Safety airbag suit takes the form of special bike suit that will automatically inflates into a sphere and enveloping the rider immediately once rider is detected to be flying off the bike in a crash.
This document discusses the process of rendering views and pixels on the screen from a high level object to pixels. It covers the key steps of measure, layout, and draw and explains important concepts like double buffering, vsync, and avoiding overdraw. Key topics include how the GPU helps with rasterization, using viewtreeobserver for size changes, different root view types, and using constraint layout for a more optimized layout. It emphasizes best practices like minimizing unnecessary layout requests and using tools like hierarchy viewer and GPU profiling.
The first of a 3 part series given in 2014 on the basics of user interface design, this session focuses on usability principles and techniques, and on the optimization of front-end assets for performance.
Israel Mobile Summit 2012 - Going above and beyond the standards how to engag...Almog Koren
The document discusses engaging players through the Scoreoid server platform. It recommends engaging players through notifications, messages, and rewards to build loyalty and brand recognition. Analysis shows the importance of retention, with most players stopping engagement within the first 2 weeks. The presentation provides examples of cross-promotion between games and concludes by emphasizing engagement for increased sales and retention.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
Yuandong Tian at AI Frontiers : Planning in Reinforcement LearningAI Frontiers
Deep Reinforcement Learning (DRL) has made strong progress in many tasks, such as board games, robotics, navigation, neural architecture search, etc. I will present our recent open-sourced DRL frameworks to facilitate game research and development. Our framework is scalable so we can can reproduce AlphaGoZero and AlphaZero using 2000 GPUs, achieving super-human performance of Go AI that beats 4 top-30 professional players. We also show usability of our platform by training agents in real-time strategy games, and show interesting behaviors with a small amount of resource.
Thomas Christian Dehn provides an extensive portfolio that includes resume, design projects, game design, graphics, and PowerPoint presentations. Some of his design projects include a project management tool to improve workflow, an internal headset webshop to better guide product selection, and an idea validator prototype to assist entrepreneurs. His game design work includes jam session, a music band simulation, RoboCoop, a 2-player puzzle game, and The ONE Game, an experimental puzzle game focused on the theme of "one".
Data Science Challenge presentation given to the CinBITools Meetup GroupDoug Needham
The document describes the Cloudera Data Science Challenge, which involves solving three data science problems using large datasets. For the first problem, Smartfly, the goal is to predict flight delays using historical flight data and machine learning algorithms like logistic regression and SVM. The second problem, Almost Famous, involves statistical analysis of web log data and filtering for spam. The third problem, Winklr, requires social network analysis to recommend users to follow on a social media platform based on click data. The document discusses the approaches, tools, and algorithms used to solve each problem at scale using Apache Spark and Hadoop technologies.
The document describes the Cloudera Data Science Challenge, which involves solving three data science problems using large datasets. For the first problem, Smartfly, the goal is to predict flight delays using historical flight data and machine learning algorithms like logistic regression and SVM. The second problem, Almost Famous, involves statistical analysis of web log data and filtering for spam. The third problem, Winklr, requires analyzing a social network graph to recommend users to follow. The document discusses the approaches, tools, and results for each problem.
This document provides an introduction to coding using JavaScript and codeguppy.com. It discusses creating accounts on codeguppy.com, using the code editor and output canvas, and exploring built-in assets like sprites and backgrounds. It then covers basic coding concepts like drag-and-drop coding, variables, functions, and animations using techniques like increasing variable values in a loop function. The document provides examples like drawing a bear face and coding a moving car to demonstrate these concepts.
This document summarizes a student project on developing a snake game in C programming language. It includes an introduction describing the classic snake game, as well as sections outlining the proposed system, requirement analysis, system design, source code, testing, and plans for future improvements. The project aims to create a basic but functional snake game to demonstrate skills in C and provide a foundation for enhancing the game further.
The document provides information about various Android concepts like storing files, animations, AsyncTasks, Canvas, and Paint. It discusses storing files internally or externally on a device and how to access them. It describes two types of animations - frame animations using AnimationDrawable and tween animations using XML attributes like alpha, scale, translate, and rotate. AsyncTask is explained as a way to run background tasks and update UI asynchronously. Canvas and Paint are discussed as components for drawing, with Paint representing the drawing brush and its various properties. The document concludes with an overview of the process for submitting and evaluating student projects.
Devoxx 2017 - AI Self-learning Game PlayingRichard Abbuhl
This document provides an overview of the history of AI self-learning game playing and machine learning. It discusses early work using search trees and perceptrons in the 1950s-1970s. Reinforcement learning techniques like TD-Gammon and Q-Learning are explained. Landmark projects including Deep Blue, AlphaGo, and AlphaGo Zero using neural networks and reinforcement learning to master challenging games like chess and Go are summarized. The document provides high-level descriptions of machine learning basics and techniques demonstrated through examples like Tic-Tac-Toe.
This document discusses two approaches to automating tests for Unity games: the Puppetry driver framework and image recognition using OpenCV.
The Puppetry driver allows writing tests by finding and interacting with game objects, but requires knowledge of Unity-specific concepts. Image recognition finds elements by screenshotting and template matching, handling different resolutions and states, but lacks capabilities to directly check game state.
Both approaches are debated in a fictional debate format comparing their speed, stability, maintenance, entry threshold, and abilities for new tests, layout testing, and more. While the Puppetry driver is faster to set up initially, image recognition requires learning appium but may scale better for complex games.
Agile Agency Scrum: An Introduction to Flexible Project Management for Produc...Tim Hamilton
Scrum works because the product owner gets to drive. Discover the process of successful agile scrum for agencies, from methodology and project management, to timeline and budget.
Extreme Programming practices for your teamPawel Lipinski
This document discusses Extreme Programming (XP) practices for software development teams. It begins by introducing Paweł Lipiński and his background in software development. It then discusses several key XP practices in more detail, including having short iterations of less than 4 weeks, testing features at the end of each iteration, prioritizing work based on business value, maintaining burn down charts, and having no project managers disrupting the team. Further sections provide more context on practices like test-driven development, pair programming, collective code ownership, continuous integration, refactoring, and having a 40-hour work week. The document emphasizes that XP is about creating fun, high-quality, efficient teams through these agile practices.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
It was the talk, titled "Graph-Tool: The Efficient Network Analyzing Tool for Python", at PyCon APAC 2014 [1] and PyCon SG 2014 [2]. It introduces you to Graph-Tool by mass code snippets.
[1] https://tw.pycon.org/2014apac
[2] https://pycon.sg/
Алексей Ященко и Ярослав Волощук "False simplicity of front-end applications"Fwdays
It’s easy to underestimate a front-end project's complexity, which leads to shallow and thus incorrect implementation. Attempts to fix this problem result in uncontrolled complexity growth and undefined behavior in corner cases.
We'll discuss ways of revealing the inherent complexity of a problem and dealing with it both on theoretical and practical levels.
The document outlines challenges in cross-platform game development, collaboration, and speed of iteration. It then introduces Co+Pilot, an application framework from Augernaut that aims to address these challenges. Co+Pilot uses a real-time syncing publish and subscribe database called PubSubDub, supports development in JavaScript, and allows cross-platform deployment. It is designed to get more creators involved in the process more quickly through specialized role-based tools. The presentation concludes with a live demo and Q&A section.
Update:
New design process diagram
Some thoughts about design career
This is a talk for introducing UX concept, process and prototyping tools I gave for undergraduate design students.
1) The document outlines the process and challenge for a relay race using LEGO NXT robots. It describes the 12 stage race layout where each robot must travel 100cm to trigger the next robot.
2) It provides instructions and an example program for how each robot can be programmed to start when its sensor is triggered, travel the required distance, and then trigger the next robot's sensor.
3) The design process, NXT overview, sensors, and programming software are explained to help participants understand how to complete the challenge of designing, programming and testing their robot for its assigned stage of the relay race.
A presentation I did for China GDC 2011.
I cover the basic of visibility optimization as well as present some practical examples of visibility systems used in modern video games.
Thomas Christian Dehn provides an extensive portfolio that includes resume, design projects, game design, graphics, and PowerPoint presentations. Some of his design projects include a project management tool to improve workflow, an internal headset webshop to better guide product selection, and an idea validator prototype to assist entrepreneurs. His game design work includes jam session, a music band simulation, RoboCoop, a 2-player puzzle game, and The ONE Game, an experimental puzzle game focused on the theme of "one".
Data Science Challenge presentation given to the CinBITools Meetup GroupDoug Needham
The document describes the Cloudera Data Science Challenge, which involves solving three data science problems using large datasets. For the first problem, Smartfly, the goal is to predict flight delays using historical flight data and machine learning algorithms like logistic regression and SVM. The second problem, Almost Famous, involves statistical analysis of web log data and filtering for spam. The third problem, Winklr, requires social network analysis to recommend users to follow on a social media platform based on click data. The document discusses the approaches, tools, and algorithms used to solve each problem at scale using Apache Spark and Hadoop technologies.
The document describes the Cloudera Data Science Challenge, which involves solving three data science problems using large datasets. For the first problem, Smartfly, the goal is to predict flight delays using historical flight data and machine learning algorithms like logistic regression and SVM. The second problem, Almost Famous, involves statistical analysis of web log data and filtering for spam. The third problem, Winklr, requires analyzing a social network graph to recommend users to follow. The document discusses the approaches, tools, and results for each problem.
This document provides an introduction to coding using JavaScript and codeguppy.com. It discusses creating accounts on codeguppy.com, using the code editor and output canvas, and exploring built-in assets like sprites and backgrounds. It then covers basic coding concepts like drag-and-drop coding, variables, functions, and animations using techniques like increasing variable values in a loop function. The document provides examples like drawing a bear face and coding a moving car to demonstrate these concepts.
This document summarizes a student project on developing a snake game in C programming language. It includes an introduction describing the classic snake game, as well as sections outlining the proposed system, requirement analysis, system design, source code, testing, and plans for future improvements. The project aims to create a basic but functional snake game to demonstrate skills in C and provide a foundation for enhancing the game further.
The document provides information about various Android concepts like storing files, animations, AsyncTasks, Canvas, and Paint. It discusses storing files internally or externally on a device and how to access them. It describes two types of animations - frame animations using AnimationDrawable and tween animations using XML attributes like alpha, scale, translate, and rotate. AsyncTask is explained as a way to run background tasks and update UI asynchronously. Canvas and Paint are discussed as components for drawing, with Paint representing the drawing brush and its various properties. The document concludes with an overview of the process for submitting and evaluating student projects.
Devoxx 2017 - AI Self-learning Game PlayingRichard Abbuhl
This document provides an overview of the history of AI self-learning game playing and machine learning. It discusses early work using search trees and perceptrons in the 1950s-1970s. Reinforcement learning techniques like TD-Gammon and Q-Learning are explained. Landmark projects including Deep Blue, AlphaGo, and AlphaGo Zero using neural networks and reinforcement learning to master challenging games like chess and Go are summarized. The document provides high-level descriptions of machine learning basics and techniques demonstrated through examples like Tic-Tac-Toe.
This document discusses two approaches to automating tests for Unity games: the Puppetry driver framework and image recognition using OpenCV.
The Puppetry driver allows writing tests by finding and interacting with game objects, but requires knowledge of Unity-specific concepts. Image recognition finds elements by screenshotting and template matching, handling different resolutions and states, but lacks capabilities to directly check game state.
Both approaches are debated in a fictional debate format comparing their speed, stability, maintenance, entry threshold, and abilities for new tests, layout testing, and more. While the Puppetry driver is faster to set up initially, image recognition requires learning appium but may scale better for complex games.
Agile Agency Scrum: An Introduction to Flexible Project Management for Produc...Tim Hamilton
Scrum works because the product owner gets to drive. Discover the process of successful agile scrum for agencies, from methodology and project management, to timeline and budget.
Extreme Programming practices for your teamPawel Lipinski
This document discusses Extreme Programming (XP) practices for software development teams. It begins by introducing Paweł Lipiński and his background in software development. It then discusses several key XP practices in more detail, including having short iterations of less than 4 weeks, testing features at the end of each iteration, prioritizing work based on business value, maintaining burn down charts, and having no project managers disrupting the team. Further sections provide more context on practices like test-driven development, pair programming, collective code ownership, continuous integration, refactoring, and having a 40-hour work week. The document emphasizes that XP is about creating fun, high-quality, efficient teams through these agile practices.
This document provides an overview and development plan for creating a basic Pong game. It discusses focusing on core mechanics like controls, gameplay, and programming. The plan involves iteratively developing features starting with basic elements like drawing the court and balls, then adding player input and ball collisions. It emphasizes taking an iterative approach, with development occurring in small steps that can be completed in a single sitting to allow for consistent progress. The document also provides guidance on object-oriented programming principles, memory management, and structuring the game controller class to manage the game loop and different game states.
The document provides an overview of the author's extensive portfolio, including education, experience, skills, and interests. It summarizes several design projects they have worked on, including a project management tool, internal headset webshop, and an idea validation tool for entrepreneurs. It also outlines some game design work and experience with graphics, PowerPoint presentations, and teaching.
It was the talk, titled "Graph-Tool: The Efficient Network Analyzing Tool for Python", at PyCon APAC 2014 [1] and PyCon SG 2014 [2]. It introduces you to Graph-Tool by mass code snippets.
[1] https://tw.pycon.org/2014apac
[2] https://pycon.sg/
Алексей Ященко и Ярослав Волощук "False simplicity of front-end applications"Fwdays
It’s easy to underestimate a front-end project's complexity, which leads to shallow and thus incorrect implementation. Attempts to fix this problem result in uncontrolled complexity growth and undefined behavior in corner cases.
We'll discuss ways of revealing the inherent complexity of a problem and dealing with it both on theoretical and practical levels.
The document outlines challenges in cross-platform game development, collaboration, and speed of iteration. It then introduces Co+Pilot, an application framework from Augernaut that aims to address these challenges. Co+Pilot uses a real-time syncing publish and subscribe database called PubSubDub, supports development in JavaScript, and allows cross-platform deployment. It is designed to get more creators involved in the process more quickly through specialized role-based tools. The presentation concludes with a live demo and Q&A section.
Update:
New design process diagram
Some thoughts about design career
This is a talk for introducing UX concept, process and prototyping tools I gave for undergraduate design students.
1) The document outlines the process and challenge for a relay race using LEGO NXT robots. It describes the 12 stage race layout where each robot must travel 100cm to trigger the next robot.
2) It provides instructions and an example program for how each robot can be programmed to start when its sensor is triggered, travel the required distance, and then trigger the next robot's sensor.
3) The design process, NXT overview, sensors, and programming software are explained to help participants understand how to complete the challenge of designing, programming and testing their robot for its assigned stage of the relay race.
A presentation I did for China GDC 2011.
I cover the basic of visibility optimization as well as present some practical examples of visibility systems used in modern video games.
Similar to Ropossum: A Game That Generates Itself (20)
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Flutter is a popular open source, cross-platform framework developed by Google. In this webinar we'll explore Flutter and its architecture, delve into the Flutter Embedder and Flutter’s Dart language, discover how to leverage Flutter for embedded device development, learn about Automotive Grade Linux (AGL) and its consortium and understand the rationale behind AGL's choice of Flutter for next-gen IVI systems. Don’t miss this opportunity to discover whether Flutter is right for your project.
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
performing coding tasks? We do an exploratory study.
- These are slides of the talk given at InteNSE'23: The 1st International Workshop on Interpretability and Robustness in Neural Software Engineering, co-located with the 45th International Conference on Software Engineering, ICSE 2023, Melbourne Australia
SOCRadar's Aviation Industry Q1 Incident Report is out now!
The aviation industry has always been a prime target for cybercriminals due to its critical infrastructure and high stakes. In the first quarter of 2024, the sector faced an alarming surge in cybersecurity threats, revealing its vulnerabilities and the relentless sophistication of cyber attackers.
SOCRadar’s Aviation Industry, Quarterly Incident Report, provides an in-depth analysis of these threats, detected and examined through our extensive monitoring of hacker forums, Telegram channels, and dark web platforms.
UI5con 2024 - Keynote: Latest News about UI5 and it’s EcosystemPeter Muessig
Learn about the latest innovations in and around OpenUI5/SAPUI5: UI5 Tooling, UI5 linter, UI5 Web Components, Web Components Integration, UI5 2.x, UI5 GenAI.
Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
Transform Your Communication with Cloud-Based IVR SolutionsTheSMSPoint
Discover the power of Cloud-Based IVR Solutions to streamline communication processes. Embrace scalability and cost-efficiency while enhancing customer experiences with features like automated call routing and voice recognition. Accessible from anywhere, these solutions integrate seamlessly with existing systems, providing real-time analytics for continuous improvement. Revolutionize your communication strategy today with Cloud-Based IVR Solutions. Learn more at: https://thesmspoint.com/channel/cloud-telephony
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
WhatsApp offers simple, reliable, and private messaging and calling services for free worldwide. With end-to-end encryption, your personal messages and calls are secure, ensuring only you and the recipient can access them. Enjoy voice and video calls to stay connected with loved ones or colleagues. Express yourself using stickers, GIFs, or by sharing moments on Status. WhatsApp Business enables global customer outreach, facilitating sales growth and relationship building through showcasing products and services. Stay connected effortlessly with group chats for planning outings with friends or staying updated on family conversations.
Introducing Crescat - Event Management Software for Venues, Festivals and Eve...Crescat
Crescat is industry-trusted event management software, built by event professionals for event professionals. Founded in 2017, we have three key products tailored for the live event industry.
Crescat Event for concert promoters and event agencies. Crescat Venue for music venues, conference centers, wedding venues, concert halls and more. And Crescat Festival for festivals, conferences and complex events.
With a wide range of popular features such as event scheduling, shift management, volunteer and crew coordination, artist booking and much more, Crescat is designed for customisation and ease-of-use.
Over 125,000 events have been planned in Crescat and with hundreds of customers of all shapes and sizes, from boutique event agencies through to international concert promoters, Crescat is rigged for success. What's more, we highly value feedback from our users and we are constantly improving our software with updates, new features and improvements.
If you plan events, run a venue or produce festivals and you're looking for ways to make your life easier, then we have a solution for you. Try our software for free or schedule a no-obligation demo with one of our product specialists today at crescat.io
Hand Rolled Applicative User ValidationCode KataPhilip Schwarz
Could you use a simple piece of Scala validation code (granted, a very simplistic one too!) that you can rewrite, now and again, to refresh your basic understanding of Applicative operators <*>, <*, *>?
The goal is not to write perfect code showcasing validation, but rather, to provide a small, rough-and ready exercise to reinforce your muscle-memory.
Despite its grandiose-sounding title, this deck consists of just three slides showing the Scala 3 code to be rewritten whenever the details of the operators begin to fade away.
The code is my rough and ready translation of a Haskell user-validation program found in a book called Finding Success (and Failure) in Haskell - Fall in love with applicative functors.
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
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https://sumonreview.com/ai-fusion-buddy-review
AI Fusion Buddy Review: Key Features
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See My Other Reviews Article:
(1) AI Genie Review: https://sumonreview.com/ai-genie-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
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Need for Speed: Removing speed bumps from your Symfony projects ⚡️Łukasz Chruściel
No one wants their application to drag like a car stuck in the slow lane! Yet it’s all too common to encounter bumpy, pothole-filled solutions that slow the speed of any application. Symfony apps are not an exception.
In this talk, I will take you for a spin around the performance racetrack. We’ll explore common pitfalls - those hidden potholes on your application that can cause unexpected slowdowns. Learn how to spot these performance bumps early, and more importantly, how to navigate around them to keep your application running at top speed.
We will focus in particular on tuning your engine at the application level, making the right adjustments to ensure that your system responds like a well-oiled, high-performance race car.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Measures in SQL (SIGMOD 2024, Santiago, Chile)Julian Hyde
SQL has attained widespread adoption, but Business Intelligence tools still use their own higher level languages based upon a multidimensional paradigm. Composable calculations are what is missing from SQL, and we propose a new kind of column, called a measure, that attaches a calculation to a table. Like regular tables, tables with measures are composable and closed when used in queries.
SQL-with-measures has the power, conciseness and reusability of multidimensional languages but retains SQL semantics. Measure invocations can be expanded in place to simple, clear SQL.
To define the evaluation semantics for measures, we introduce context-sensitive expressions (a way to evaluate multidimensional expressions that is consistent with existing SQL semantics), a concept called evaluation context, and several operations for setting and modifying the evaluation context.
A talk at SIGMOD, June 9–15, 2024, Santiago, Chile
Authors: Julian Hyde (Google) and John Fremlin (Google)
https://doi.org/10.1145/3626246.3653374
Takashi Kobayashi and Hironori Washizaki, "SWEBOK Guide and Future of SE Education," First International Symposium on the Future of Software Engineering (FUSE), June 3-6, 2024, Okinawa, Japan
4. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability
–Authoring tool
•Results and analysis
•Future Perspectives
5. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability
–Authoring tool
•Results and analysis
•Future Perspectives
16. 241,920,000 logins per month
4000 logins per second after 1.0 launch
2,000,000,000 files download by the launcher
11,000 skin downloads (in game) per second
18. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability
–Authoring tool
•Results and analysis
•Future Perspectives
19. -Popular physics based game
-Can generate endless levels
-All levels should be playable
-Opens the imagination of all players to design, test, modifytheir own levels and helpthem achieve that.
?
20.
21. Cut the Rope
Sequels 2010, 2011, 2012 and 2013
WWDC 2011,won anApple Design Awardfor the iOSplatform
100 million times
1.6 million users/daily
24. “Automatic Generation and Analysis of Physics-Based Puzzle Games”
IEEE Conference on Computational Intelligence and Games, CIG 2013. Nominated for best paper award.
CIG 13
“Evolving Playable Content for Cut the Rope through a Simulation-Based Approach”
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
AIIDE 13
“Ropossum: An Authoring Tool for Designing, optimizing and Solving Cut the Rope Levels”
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
AIIDE 13
25. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability
–Authoring tool
•Results and analysis
•Future Perspectives
31. should be placed higher than Om Nom when the level contains no component to elevate the candy, such as bubbles or water.
Candy
should be placed under the closest rope when there is no water,
bubbles or rockets.
Om Nom
should be placed close to the end of a rope, inside a predefined circle surrounding the end of it.
Blower
Should be placed in a position where it does intersect with at least one of the ropes.
Bubble
rockets should aim at Om Nom
Rocket
Components shouldn’t intersect, 3 block size apart
Comps
25%
10%
10%
10%
20%
25%
38. “Automatic Generation and Analysis of Physics-Based Puzzle Games”
IEEE Conference on Computational Intelligence and Games, CIG 2013
39. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability: The Model
–Authoring tool
•Results and analysis
•Future Perspectives
47. Explore each action sub tree
CRUST Engine 2.0
Prolog Engine
Engine State
as Facts
Set of ordered potential actions
Actions tree branch
New
Engine State
Inference Engine
Playability Model Closed Loop
51. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability: The Performance
–Authoring tool
•Results and analysis
•Future Perspectives
58. Presentation Timeline
•The problem, the solution and what others are doing
•Ropossum; the game and the research
•Ropossum; the framework
–Content Generation
–Playability
•The playability model
•Performance enhancement
•Content generation with playability check
•Other playability models
–Authoring tool
•Results and analysis
•Future Perspectives
60. “Evolving Playable Content for Cut the Rope through a Simulation-Based Approach”
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
61. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability: Other Models?
–Authoring tool
•Results and analysis
•Future Perspectives
62. Output
Input
Previous State
StateHidden
Weights V
Weights U
Weights W
SRN
Output
Input
Previous State
State/ Hidden
Weights V
Weights U
Copy
(Delayed)
Weights W
Elman
Output
Input
Previous State
State/ Hidden
Weights V
Weights U
Weights W
Copy
(Delayed)
Jordan
Recurrent
Neural
Networks
63. Output
Input
Previous State
Hidden
Weights V
Weights U
State
Weights W
Standard Recurrent Network (SRN)
65. Output
Input
Previous State
State/ Hidden
Weights V
Weights U
Copy
(Delayed)
Weights W
Elman RNN
66. Output
Input
Previous State
State/ Hidden
Weights V
Weights U
Copy
(Delayed)
Weights W
Jordan RNN
67. Output
Input
Previous State
State/ Hidden
Weights V
Weights U
Copy
(Delayed)
Weights W
Jordan RNN
68. Experimental setup
<rope> <rope> <air_cushion> <bumper> <bubble> <rocket> <candy> <Om_Nom>
Grid
XY
Candy distance
Om Nom distance
Input Representation
69. 0
400
200
300
100
Rope
Cuts(1)
Rope
Cuts(2)
Rocket
Presses
Air- Cushion
Presses
Bubble
Bursts
Void
Actions
Presented actions in the 100 playable levels test set altogether
Problem, Un-balanced Data
70. Balancing
COI
Data Representation
Training
levels #
Network
Type
Setup
Hidden
Neurons #
TestId
Balanced
N
All
100
Elman
10 networks
50traininglevels
0.0001 error
10 runs
37
Test 1
Balanced
Y
All
100
Elman
N
Y
XY
10, 50, 100
Elman
6 networks
50traininglevels
0.0001 error
6 runs
37
Test 2
4
Y
XY
10, 50, 100
Elman
N
Y
XY
150
Jordan
8 networks
50traininglevels
0.01 error
8 runs
5, 10, 15, 20,25, 30, 35, 40
Test 3
4
Y
XY
50
Jordan
4
Y
XY
50
Elman
N
Y
XY
10, 50, 100
Jordan
8 networks
50traininglevels
0.02 error
8 runs
5, 10, 15, 20,25, 30, 35, 40
Test 4
2
Y
XY
10, 50, 100
Jordan
N
N
Cookie distance
10, 50, 100
Elman
8 networks
50traininglevels
0.02 error
5 runs
5
Test 5
N
N
XY
10, 50, 100
Elman
71.
72. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability: Other Models?
–Authoring tool
•Results and analysis
•Future Perspectives
78. “Ropossum: An Authoring Tool for Designing, optimizing and Solving Cut the Rope Levels”
AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2013
79. Presentation Timeline
•The problem, the solution and what others are doing
•The game and the research
•Ropossum: the framework
–Content generation
–Playability: Other Models?
–Authoring tool
•Results and analysis
•Future Perspectives
80. Selected InterestingResults
•35% of the playable levels haven’t been branch cut [direct solution]
•72.3% is the percentage of void action in the generated levels [relatively short levels?]
•29.8 ∓58.3 sec for checking a playable level.
•210% ∓167.6 for checking a non-playable level
–115 and 638 nodes is the average number of explored nodes for generated playable and non-playable levels [more explored nodes]
•10 min is the average time for generating a playable level
81. Average and standard deviation values of the four components
extracted from 500 generated levels
Frequency Analysis
87. Usedvs. Presentedcomponents by the playability agent over 100 generated playable levels
0
2
1
1.5
0.5
Ropes
Rockets
Air- Cushions
Bubbles
Bumpers
# activatedcomponents
88. Presentation Timeline
•The problem, the solution and what others are doing
•Ropossum; the game and the research
•Ropossum; the framework
–Content generation
–Playability
–Authoring tool
•Results and analysis
•Future Perspectives
89. Marry someoneand break your addiction
Employedor NOT
Employed people are 2Xmore likely to feel
anxiety and 2.25Xlikely to experience anger
Singlevs. Married
You are X2likely to be addicted on angry birds if
you are single than if you are married
90. 6%
Very
anxious
17%
Somewhat anxious
22%
Neither
32%
Somewhat relaxed
23%
Very
relaxed
Player Emotion